GM Ascension |
Sindri launches three arrows in quick succession at the scorpion, at it topples under the onslaught, dropping Silas to the ground. As it does so a sickly green mist pours from its body, and though there is no wind, it rushes along the corridor back along the way you've come.
Everyone make a DC 17 fort save vs poison or take d2 of strength damage.
Silas also make a constitution check, DC 10, but at -6 to the roll, to stabalize.
Sig is still up
Sindri Quarrysson |
Fort: 1d20 + 8 ⇒ (4) + 8 = 12
I mean considering all that was done, this isn't so bad. Not to question you or anything, but doesn't hard to kill make us auto succeed on stabilize checks?
Sindri Quarrysson |
Well I two crits in two rounds, so I can take a low roll here and there.
WT-516: Codename Sig |
Sorry i haven't answered, didn't realize I was behind
Seeing a comrade drop, Sigfried had no choice but to break off his attack. Though still the clever fighter, he would move swiftly but purposely to draw attention. He wanted the scorpion and its rider to strike at him, hopefully missing, so that he could more safely to his fallen friend and heal him.
Spontaneous Cast Wood Shape into Cure Mod. Sorry about low rolls but 0 leaves you conscious at least
Cure Moderate: 2d8 + 3 ⇒ (2, 1) + 3 = 6
Sindri Quarrysson |
Mumbling to himself as Sindri draws his bow string.'Survival of the fittest is the only truth we must uphold.'
"The weak should fear the strong."
Unleashing his arrows upon the rider.
Flurry of bows: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 1 ⇒ (2) + 1 = 3
crit comf: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 1 + 1d6 + 1 + 1d6 + 1 ⇒ (2) + 1 + (1) + 1 + (5) + 1 = 11
Flurry of bows: 1d6 + 1 ⇒ (2) + 1 = 3
wow all these crits, I think Sindri deserves an honorarie title at this point, *wink wink*
WT-516: Codename Sig |
With his companion now awake and in the care of another, the time had come to exterminate the enemy and it's large arachnid.
Attack: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 10 ⇒ (3) + 10 = 13
Damn...
Silas Kaine |
"The large arachnid is already dead...." Silas supplies helpfully.
I'm assuming getting up, getting a potion, drinking a potion, and retrieving my weapon ate all my actions
GM Ascension |
Sindri's arrows topple the rider, and like his mount his body dissolves before it strikes the ground, a black ash like mist swirling through the hallway and outwards toward the opening. As it passes around each member of the group all are yanked forward several feet towards the fallen, then as the mist completes its passing you can still feel something tugging lightly towards the west. A feeling of power now familiar to you. It is very faint, so slight that in the midst of combat you would never have noticed it had there not been first that abrupt and hard physical pull.
The archer lets out a cry on anguish, "Father...", drops his bow, and charges towards Sig, drawing a scimitar as he rushes him.
Charge Attack: 1d20 + 5 ⇒ (9) + 5 = 14
GM Ascension |
Sindri's arrows topple the rider, and like his mount his body dissolves before it strikes the ground, a black ash like mist swirling through the hallway and outwards toward the opening. As it passes around each member of the group all are yanked forward several feet towards the fallen, then as the mist completes its passing you can still feel something tugging lightly towards the west. A feeling of power now familiar to you. It is very faint, so slight that in the midst of combat you would never have noticed it had there not been first that abrupt and hard physical pull.
The archer lets out a cry on anguish, "Father...", drops his bow, and charges towards Sig, drawing a scimitar as he rushes him.
Charge Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Party is up
Sindri Quarrysson |
Taken a back by the surge of force.
"Him too, it seems we're all god touched, he didn't serve it."
Sindri quickly springs into action seeing the man charge his mechanical ally.
Flurry of bows: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 1 ⇒ (5) + 1 = 6
Flurry of bows: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 1 ⇒ (1) + 1 = 2
Silas Kaine |
Silas charges the archer to help defend the wyrwood and end this.
charge: 1d20 + 5 + 1 + 2 ⇒ (9) + 5 + 1 + 2 = 17
damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
GM Ascension |
Between Silas and Sindri, the man is quickly brought down.
Sig gains a mythic tier. Everyone else gains a level. Everyone should now be Level 3/Tier 2.
Loot from the dead: 2000gp
Communique Rings (add to unclaimed loot list)
While the combat is over, that slight tugging towards the back of the prison block is still there.
You may rest to full HP and spell restoration though before continuing
Sindri Quarrysson |
Sindri will run over to collect what arrows he can from the dead, archer included.
Moving much faster than before."My training has paid off, I'm no longer the slowest here. What a thrill that was."
Sindri Quarrysson |
"You feel it too? What could it be? It's a shame we couldn't gather any blood of the scorpion. Time to go." Sindri jumps to his feet, oddly cheery.
GM Ascension |
Looking around the cell block, there are no exits from the corridor, but that pulling is here in this area. A search uncovers a secret door at the back of one of the cells. As it opens a faint writing appears glowing on the door for a brief moment, again in that older dialect of common. Be ye pure, or only madness you will find..
The door opens into a dark stairwell descending deeper. Unlike the other parts of the ruins which were largely intact, the stairs are broken in places, and the walls are split where the passage has shifted a few feet to the south.
The stairwell ends in a large chamber, to large to see across its entirety by either the light of magic, or the dark vision of Sig and Sindri. The floor is uneven, large mounds of sound where it has poured in through broken walls. The terrain is further broken up by large chunks of worked stone that have been pushed up out of the floor.
A slow drip of water can be heard ahead out of sight.
Sindri Quarrysson |
As Sindri reads the ancient message. He becomes more paranoid.
"I have a back omen about this place, somethings not right."
Sindri walks further into the chamber, examining the mounds the worked stone and the strange sounds.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Knowledge history: 1d20 + 5 ⇒ (11) + 5 = 16
GM Ascension |
1d20 ⇒ 12
1d20 ⇒ 18
1d20 ⇒ 5
The group proceeds cautiously across the chamber, sand sliding and shifting around their feet. As they near the far side Sindri spots something at the edge of the light, lurking behind a block of stone, and nearly blending in with the sand.
Two large serpent's heads, one peering around either side of the block of stone.
This is a Amphisbaena, a magical beast, a snake with a head at both ends of its body. If the creature is struck a critical hit with a slashing weapon it will split in half, both halves able to function independently of each other.
Surprise round, only Sindri and the snake can act during the surprise round, but everyone roll init.
Serpent: 1d20 + 2 ⇒ (12) + 2 = 14
The serpent is currently 50' away. If Sindri beats the 14 he acts first.
Silas Kaine |
Knowledge(arcana): 1d20 + 10 ⇒ (14) + 10 = 24
initiative: 1d20 + 6 ⇒ (2) + 6 = 8
"The beast is an amphisbaena! Don't ask me how to pronounce that! If grievously wounded with a slashing weapon it will split it body into independent beasts and keep fighting."
Sindri Quarrysson |
init: 1d20 + 5 ⇒ (3) + 5 = 8
Well so much for getting that edge.
"Amphisbaena? Nevermind it must fall."
Sindri Quarrysson |
Opps I have a stand action, it just hits me first (presumably), sadly no sneak attack...For now.
surprise attack, deadly aim: 1d20 + 8 ⇒ (1) + 8 = 91d6 + 3 ⇒ (1) + 3 = 4
Looks like my luck has dried up.
GM Ascension |
Additional info on the beast
Amphisbaena are resistant to cold damage and immune to petrification. They are also surprisingly good jumpers. Their bite has a mild venom, though it can be deadly, draining the constitution of their victims that fail to resist the poison.
The snake rushes forward, keeping to the tops of the stone blocks and avoiding the loose sand on the floor that would otherwise slow its movements.
Sindri lets loose a single arrow, but the arrow splits in two as it leaves the bow - so much for goblin made arrows.
Sig Init: 1d20 + 10 ⇒ (17) + 10 = 27
Lucius and Sig are up. Remember the sandy floor is considered rough terrain.
Having problems with map tools, so no map. But it is still 40' away - it is not terribly fast moving.