Tunar Vodrat |
Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
"Alright, let's see what those puny creatures got."
Tunar draws out his Lucerne Hammer, a small smile painting his face in excitement, while moving to the front of the group. Prepared to attack any that get in reach. Readied Action to attack any that enter my reach.
All with Power Attack. I also have Combat Reflexes if any move through the Lucerne's Reach. Doing Bludgeoning (if it matters).
Readied Attack: 1d20 + 7 - 1 + 1 ⇒ (9) + 7 - 1 + 1 = 16
Possible AoO 1: 1d20 + 7 - 1 + 1 ⇒ (16) + 7 - 1 + 1 = 23
Possible AoO 2: 1d20 + 7 - 1 + 1 ⇒ (3) + 7 - 1 + 1 = 10
Damage 1: 1d12 + 6 + 3 + 1 ⇒ (6) + 6 + 3 + 1 = 16
Damage 2: 1d12 + 6 + 3 + 1 ⇒ (9) + 6 + 3 + 1 = 19
Damage 3: 1d12 + 6 + 3 + 1 ⇒ (11) + 6 + 3 + 1 = 21
Erei Jentis |
Round 1 - Initiative 17
Erei will wait just behind the frontline fighters, readying his longspear to attack anyone that comes close.
Longspear: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Active Effects: Flagbearer (+1 morale to attack/damage)
Game Master Listener |
Your surprise round goes off without a hitch. The jackals spring to attack as Leto's arrows blast one apart. The remaining eight leap forward to attack the group. As they draw closer, Almathea tosses acid at one and it crumples. Seven remain and they are now about 30 feet away.
Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
And apparently go last. So, go ahead!
Nevai Alaro |
Round 2, Initiative 13
"Tunar, let's see that hammer at work," Nevai said, as he moved up about ten feet forward, motioning for the large man to stand beside him. "I'll just soften them up for you, and then you can smash them to pieces," said Nevai as he raised his holy symbol and released a pulse of positive energy.
Channel Energy (DC 16, no channel resist): 2d6 + 3 ⇒ (5, 3) + 3 = 11
Tunar Vodrat |
Round 2, Initiative 22
Tunar keeps his guard at the ready as he moves to join Nevai. "Nice shots, give em some more.
Come on yer little hellions, come get some if you can make it this far."
Same Exact Deal as Last Round.
Flag-Bearer, Power Attack, Lucerne Hammer, AM SMASH!
Readied Action to Attack: 1d20 + 7 - 1 + 1 ⇒ (8) + 7 - 1 + 1 = 15
Possible AoO 1: 1d20 + 7 - 1 + 1 ⇒ (3) + 7 - 1 + 1 = 10
Possible AoO 2: 1d20 + 7 - 1 + 1 ⇒ (10) + 7 - 1 + 1 = 17
Damage 1: 1d12 + 6 + 3 + 1 ⇒ (10) + 6 + 3 + 1 = 20
Damage 2: 1d12 + 6 + 3 + 1 ⇒ (4) + 6 + 3 + 1 = 14
Damage 3: 1d12 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15
Nevai Alaro |
Nevai stands for a moment in surprise, before straightening up and patting Tunar on the shoulder. "I too am thankful that Horus finds undead as distasteful as I do. Don't worry buddy, I'm sure there will be monsters inside for you to smash."
Almathea |
"Speaking of inside, let's get there, shall we?"
Almathea tries to look through the opening before going in, just to make sure there isn't anything standing right there.
1d20 + 11 ⇒ (4) + 11 = 15
Tunar Vodrat |
Tunar's mouth hang's slightly open. "What sort of fight was that? You just... You just... See this is why magic is bad, it just takes a perfectly reasonable fight and turns it to ash. Oh well, as you say, I'm sure there will be more to come."
Tunar gets over his disgruntlement before continuing on with the group.
Game Master Listener |
I fixed my issues with my mapmaker and there's a map listed under the Campaign Tab now. Make sure to check it out as this place has some weird architecture.
Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west. The wind has deposited a layer of dust and sand on the floor of this room. The room is illuminated from the light outside.
Those with lowlight vision can see into the second room to the north. Those with darkvision can see up to the fountain.
---
Space and elevation lend a sense of past grandeur and majesty to this large space. A large, star-shaped fountain with a circular pool in the center sits in the middle of the chamber. When you approach you will see that the bottom of the pool is decorated with a great mosaic eye made from tiny colored tiles, and hieroglyphs are carved into the paving stones ringing the fountain. Two rows of columns support the ceiling overhead, which continues to rise to a domed ceiling in the northern portion of the chamber. At the far end of the hall, you can make out the outline of a massive statue with arms raised overlooks the entire length of the temple from atop a raised dais.
The ceiling in this area is 20 feet high, rising to a 40-foot-high dome above the dais in the north half of the hall giving the impression of a great cathedral.
---
Stealth: 1d20 + 10 + 11 ⇒ (11) + 10 + 11 = 32
Go ahead and roll perception.
Almathea |
"Hmm. Pretty fountain and mosaic, they've weathered well, there's even water still in the fountain. The hieroglyphics ringing the fountain call it the "Pool of Protection"". Protection from what I wonder?"
Almathea will cast Detect Magic and look at the pool, the glyphs and around the room.
perception: 1d20 + 9 ⇒ (6) + 9 = 15
Setesh Bantling |
Perception: 1d20 + 12 ⇒ (5) + 12 = 17.
Not even close ;-)
"...or for whom, for that matter..."
Seeing that the place is not particularly well lit, Setesh reaches into a belt pouch and pulls out what looks like a small flaming coal. After being tossed into the air, it starts orbiting his head, and shedding a decent amount of light.
Just an Ioun Torch.
Nevai Alaro |
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"This was a functioning temple of Nethys at one point. Perhaps the pools waters were once used to perform benedictions and grant a minor protective boon to the worshipers here?
"That's a good idea Setesh... I can't see a thing." With a few quick gestures and a mumbled prayer, Nevai's shield began to glow with a pleasant orange light.
Tunar Vodrat |
Perception: 1d20 + 7 ⇒ (17) + 7 = 24 Nope
Tunar keeps moving with the group, eyeing the structure with a certain eye of approval, though perhaps not one quite approaching that of the others.. "Thanks for the light" he grunts.
Game Master Listener |
The water of the pool, even at this distance, looks very clean. As you move further into the room with your light, all those with lowlight vision can see most of the main chamber. (Darkvision also extends into most of the room, up to the platform.) If you move further into this room your light illuminates it for the rest of the group.
---
In the main chamber of the cathedral, the ceiling rises to a high dome 40 feet above the main floor. Three flights of short, steep steps climb up to a large platform elevated 5 feet above the floor. At the rear of this platform, a 15-foot-tall statue, half white and half black, stands atop a raised octagonal dais. The top of the main platform is tiled in black marble, while the octagonal dais is a striking white, and the ring that separates them is tiled in red.
Nevai Alaro |
Kn. History: 1d20 + 5 ⇒ (19) + 5 = 24
Kn. Religion: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Nevai moved forward with shield aloft to inspect the various iconography about the room. When he noticed the statue, he stayed respectfully at the bottom of the stairs, motioning for Almathea to go ahead and have a look unimpeded, if she desired. "I've heard about these types of tiered cathedrals before, usually when there are different classes of worshippers. Based on my understanding of Nethys's following, I believe normally only magic users would be allowed up the steps to worship before their god's image, while others would pray from down below."
Nevai Alaro |
Just went back to look at the map. I can't even see the statue from where we're coming in, so my actions will happen once we reach the room with the fountain and I can actually see the statue. Until then, I'm letting Setesh and Tunar lead the way, while I hold the light source and observe the interesting religious paraphanalia.
Erei Jentis |
DC 10 Knowledge (Religion) Auto-Pass taking 10
Knowledge (Religion): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (Engineering): 1d20 + 4 ⇒ (19) + 4 = 23
That statue is pretty damned impressive. Someone skilled carved it out of two separate kinds of stones...and someone used magic to fuse it into one object.
Almathea |
Just looking at the map too. Didn't realize how far ahead the fountain is. She wants to go and examine it, but doesn't want to run off too far ahead of the party to go look at it since something else could be in here too.
Tunar Vodrat |
Tunar looks around waiting for interests, before picking a random direction. Compass Rose: 1d8 ⇒ 8
He points North West. "How about that way?"
For whatever reason the map isn't currently loading for me, might be an issue on my end. Otherwise I'd give slightly more specific directions (I'm assuming the map is orientated North btw).
Almathea |
spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30
history: 1d20 + 11 ⇒ (14) + 11 = 25
eng: 1d20 + 10 ⇒ (6) + 10 = 16
Almathea will go ahead and cautiously make her way to the fountain to examine it more closely. Once done, she will even feel secure enough to take a small drink from the fountain waters.
"It is most amazing that these waters still retain their ancient enchantment to give someone a minor blessing to a spell cast from the abjuration school after so many years. The members of this temple were surely powerful spellcasters."
Game Master Listener |
The map is, indeed, oriented north.
Erei: 1d20 + 6 ⇒ (15) + 6 = 21
Leto: 1d20 + 10 ⇒ (13) + 10 = 23
Nevai: 1d20 + 5 ⇒ (20) + 5 = 25
Setesh: 1d20 + 12 ⇒ (13) + 12 = 25
Tunar: 1d20 + 7 ⇒ (18) + 7 = 25
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
As you enter the large cathedral and take a closer look at the pool of water, a horrible looking thing steps out from behind the massive statue at the end of the hall. Draped in rags and hunched over on goatlike legs, this creature possesses a featureless face, save for a large eye ringed by fangs. Knowledge (planes) would be appropriate.
Roll Initiative!
Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Surprise Round: Initiative 19
An incorporeal hand flashes out from the creature and touches Erei.
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Will Save DC 16 or -6 CHA. You have been cursed.
The creature is about 60 feet away from the group and appears alone. The stairs leading up to the platform are very steep and considered difficult terrain. It's a five foot set of stairs for those that can't see the map. Anyone that approaches within 30 feet must make a Fortitude Save DC 16.
Leto V. Derexhi |
Initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Obviously it´s not in one of the hells. Hopefully we can send it there, where it belongs!
FoA: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 6 ⇒ (4) + 6 = 10
FoA: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 6 ⇒ (8) + 6 = 14
FoA: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 6 ⇒ (7) + 6 = 13
Suppose PBS range and Flagbearer active.
Is it possible to add some markers for where we are on the map? The map looks really cool, but i have some problems keeping up who is where somehow. Might be my dumbness though^^
Game Master Listener |
I'd prefer to keep a little abstraction for combat. It's rather time intensive to update that map like that and it loosens up people to do a few things that normally wouldn't work. As noted, you're near the pool and the creature is beside the back edge of the statue. Its 60 feet away, so PBS wouldn't be applicable just based on that. You can easily move 30 feet forward and be within PBS range though. If we didn't abstract it, given you're a ranged character, you'd probably be technically more like 70-80 feet away. But because I'd prefer not to deal with the minutia like that, we'll go with, "you can move to 30 feet." Anyone trying to get into melee with it will have to move 60, with a 5-foot difficult terrain. Nice and simple.
Erei Jentis |
Knowledge (Planes): 1d20 + 10 ⇒ (3) + 10 = 13
Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
Erei coughs, nearly stumbling backward. This is...this is exceptionally not good.
Round 1
Erei will attempt to cast Grease at the top of the stairs, assuming that the creature would have to cross it to get to the group. He will then move up to be within 30 ft of the bottom of the stairs, but will stop outside of the range of the fort save if he is able to.
Active Effects: Flagbearer (+1 morale to attack/damage)
Tunar Vodrat |
Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Tunar stands his mouth slightly gawk for a few moments before he begins to advance towards the creature, half-trotting. He readies his Lucerne Hammer as he begins to 'shout' at the creature.
"You no good half-goat vermin, TRY WIGGLIN THOSE FINGERS AT ME WHY DON"T YOU!"
Double moving 55 feet. Plan to keep at least 10 feet in between me and that to leverage the reach of the hammer.
Fort Save: 1d20 + 7 ⇒ (9) + 7 = 16
Almathea |
Init: 1d20 + 6 ⇒ (4) + 6 = 10
planes: 1d20 + 9 ⇒ (6) + 9 = 15
Unless her knowledge of the planes tells her anything different, Almathea sends a couple of magic missiles at the thing.
damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
Leto V. Derexhi |
I'd prefer to keep a little abstraction for combat. It's rather time intensive to update that map like that and it loosens up people to do a few things that normally wouldn't work. As noted, you're near the pool and the creature is beside the back edge of the statue. Its 60 feet away, so PBS wouldn't be applicable just based on that. You can easily move 30 feet forward and be within PBS range though. If we didn't abstract it, given you're a ranged character, you'd probably be technically more like 70-80 feet away. But because I'd prefer not to deal with the minutia like that, we'll go with, "you can move to 30 feet." Anyone trying to get into melee with it will have to move 60, with a 5-foot difficult terrain. Nice and simple.
In that case, moving 30 feet and only counting the first shot, which then gets +2 to hit from dismissing manyshot.
Game Master Listener |
Leto, I'll need a Fort Save.
You know that it is resistant to many types of elemental attacks and immune to others. You also know it has a gaze attack. You aren't entirely sure what it does, but if anyone meets its gaze, they'll find out.
Leto's arrow slams into the creature. It shakes and chitters, but quickly recovers.
Round 1: Initiative 19
The creature cackles and points at Nevai, directing its spectral hand to attack.
attack: 1d20 + 10 ⇒ (20) + 10 = 30
Will Save DC 16 or -6 CHA. You have also been cursed!
Nevai Alaro |
[ooc=Round 1, Initiative 4[/dice]
Will: 1d20 + 7 ⇒ (18) + 7 = 25
"Don't let that vile thing touch you, it will corrupt your soul." Nevai huffed as he jogged forward twenty feet and took a quick shot with his crossbow.
Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4, Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Game Master Listener |
Almost forgot!
Tunar moves up close enough to threaten the creature and Almathea's missiles slam into it. Nevai's bolt goes wild and a pool of grease is at the top of the stairs.
Leto has an action before it gets to go.
Round 2: Initiative 19
The creature realizes that it cannot back up and hisses at Tunar. The air in the cathedral grows hot and the wind starts to howl. Suddenly sand bursts out from the creature and floods the entire room.
1d4 ⇒ 2
Visibility has been reduced to 10 feet.
I'll need a Fort Save from anyone within 10 feet of the creature. This includes people that have made the save before.
Leto V. Derexhi |
Leto comes to a halt in a safe distance from the creature, looking for a clear line to shoot and unleashes a volley of arrows at it again.
FoA: 1d20 + 9 + 1 + 1 - 1 - 2 ⇒ (13) + 9 + 1 + 1 - 1 - 2 = 211d8 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10
FoA: 1d20 + 9 + 1 + 1 - 1 - 2 ⇒ (5) + 9 + 1 + 1 - 1 - 2 = 131d8 + 2 + 2 + 1 + 1 ⇒ (6) + 2 + 2 + 1 + 1 = 12
FoA: 1d20 + 9 + 1 + 1 - 1 - 2 ⇒ (9) + 9 + 1 + 1 - 1 - 2 = 171d8 + 2 + 2 + 1 + 1 ⇒ (2) + 2 + 2 + 1 + 1 = 8
Don´t worry Nevai, i´ll keep my distance! You allright?
Tunar Vodrat |
Round 2, Initiative 12
Tunar sputters and gags as the sand surrounds him.
Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Still good or is this some bad business?
Nevai Alaro |
Round 2, Init 4
Nevai jogged forward another twenty feet and reloaded his crossbow. "Tunar, you ok in there?" he shouted into the swirling sands.
Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21
Erei Jentis |
Round 2 - Initiative 17
Erei tries his best to stay away from the various effects hammering his party members. I can't really see to help you...
He will then start to sing Inspire Courage.
Active effects: Inspire Courage (+1), Flagbearer (+1 morale to attack/damage for those that can see)
Game Master Listener |
Tunar, you are stunned for one round by the gaze of the creature.
Round 3: Initiative 19
The creature looks wounded, but undaunted. It points at Tunar and cortles as the spectral hand flies out of the sandstorm towards the man.
Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Will Save DC 16 or -4 penalty on attack rolls, saves, ability checks, and skill checks. You have also been cursed!
Nevai Alaro |
Round 3, Init 4
Nevai took aim and fired his crossbow again.
Crossbow: 1d20 + 4 ⇒ (7) + 4 = 11, Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Disgusted with his horrible aim, he held his crossbow with his shield hand and drew his sword and jogged forward just barely reaching Tunar.
Erei Jentis |
Round 3 - Initiative 17
Perhaps this is a prank to show us the evils of tomb robbing.
Erei, still unable to see from the sand will take the Total Defense action just in case something flies at him. He will continue to sing.
Active effects: Inspire Courage (+1), Flagbearer (+1 morale to attack/damage for those that can see)