| Generic Pregen |
"These bags may only be interesting if they're magic." (site 10)
"Rolando, do you mind coming and checking?"
A bit bored with the museum (they only exist *after* the exciting stuff already happened), Jirelle, moves over to the door, and examines it.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Karasuma Tazou
|
"Huh. Couldn't be that easy then, could it. Still, thinking we're missing a whole bunch of stuff here. I mean, seriously, all we've done is what, fought some summoned snakes, taken a mechanical bridge down, and fought some people messed up in the head, right? There's got to be something else going on... the material value of those items alone has to be significant, can only imagine what the *historical* value is."
If someone gives him a look he'll shrug helplessly then move to look over at the door that Jirelle is glancing over.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
"Still, a lot better than that one prison. Gah, that place sucked with the haunts. Couldn't sneeze without setting one off..."
.Pregen.
|
Had Amiri found any item with the defeated enemies?
"Rolando, can you check if the other items have some magic?"
Rolando Pascal
|
Rolando, lost in thought, gets snapped back to the present as the others ask him for assistance.
Of course! I've found a magical gauntlet if that is to anyone's liking, as well as a magical firearm. Could be useful if we repair it. There's also some sort of magical blood crystals that seem quite valuable, but their use escapes me.
Sorry for my absence! Rolando will examine the other cases and try to identify what he can.
Spellcraft case 5: 1d20 + 8 ⇒ (5) + 8 = 13
Spellcraft case 6: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft case 7: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft case 8: 1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft case 9: 1d20 + 8 ⇒ (17) + 8 = 25
Spellcraft case 10: 1d20 + 8 ⇒ (4) + 8 = 12
| GM DevilDoc |
Amiri: Searching Iklavni, you find two masterwork punching daggers, a masterwork hand crossbow, Medium spider venom (2 doses), mwk chain shirt, Enigma Map, everburning torch, and mwk thieves’ tools. On the tieflings, you find standard leather armor and shortswords. The Enigma map is an incomplete and crudely drawn map of some of the areas around the ruins and incomplete drawings of some of the levels themselves. This map seems to be drawn by several hands, but does not show anything beyond the hall that you are in.
Jirelle: You notice nothing at the door.
Rolando: The three items in the last case resonate with magic, but nothing else is particularly interesting. The three items in the case seem to be a +1 spear, a bag of holding, and a bag of tricks. Your spellcraft number here was not really high enough, but I figured that these items are common enough to be easily recognizable.
.Pregen.
|
"Rolando... Can you..." Amiri points to the enemies bodies, expecting that the skald had understood her words and detect any magic in the corpses.
Rolando Pascal
|
Rolando will pass on his knowledge to the others, then detect magic in response to Amiri's request.
Again wanted to apologize for my sparse posting--I'm still alive in RPG Superstar, so I'm kind of spending my Paizo time following that.
| GM DevilDoc |
Congrats on that! I don't blame you, that's pretty important!
Rolando finds nothing magical on the corpses or the items that Amiri has already found.
Karasuma Tazou
|
"Yoon, if we run into a dragon I think we'll be running in the opposite direction. Unless it's a tiny one that Gom Gom can ride or something. They are big and scary and I'd taste good with special spices to one, more than likely." The tengu quips a bit as he finishes the door perusal.
The tengu will point to the door, then glance to the rest of the party. "We ready to pop this thing?"
It's always polite to ask before triggering a possible fight.
.Pregen.
|
"Does anybody wants any of these items that we found here?"
Karasuma Tazou
|
"Does anybody wants any of these items that we found here?"
"Without more information, I'm hesitant to take any of them. Not counting any security systems that might be in place that we're not aware of, there's also the fact that the easily identified items like the Eyes are just downright disturbing to look at. I don't trust that bag... why would they put it in a display called 'The Banes of Barad-Shull'? I mean, if something is a 'bane' that tends to indicate something *bad*, right? I'm not making a language barrier mistake or anything?"
Karasuma has had a couple of experiences with dangerous items in an expedition that were made more dangerous by removing said items from their spots...
.Pregen.
|
Amiri looks to Karasuma with a poker face while he speaks.
"No, of course no... So, in this case, we should continue our way. Did you find anything in this door, crow-man?
Karasuma Tazou
|
"Haven't seen anything. If everyone's ready, we'll give it a go, then?"
Karasuma will open the door once the party indicates readiness.
| GM DevilDoc |
This strangely shaped room consists of two wings. To the east, a low workbench wraps around the walls. To the west, a larger wing opens into what appears to be a strange laboratory. A curving workbench covered with gory heaps of flesh and bone sits against the laboratory’s wall. In alcoves to the north and south are strange contraptions resembling iron cages fitted with human-sized openings.
In the middle of the second room, Karasuma sees a giant insectoid creature with 8 vicious looking arms/ legs. It spins around as he opens the door, before promptly vanishing from sight. Invisible
Yoon Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Amiri Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Jirelle Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Karasuma Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
The Visitant Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
"Bold May Post"
The Visitant
Party
| Generic Pregen |
"Oh, goody." Jirelle's voice is flat and tense with the thought of battle.
She nimbly tumbles up to the second archway, listening for the creature as she moves.
Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Should she hear nothing she can attack, she thrusts her sword into the doorway, to clear it. Marked with red dot on map. (Should she hear an enemy, she attacks that space instead.)
Rapier: 1d20 + 10 ⇒ (1) + 10 = 11
Dmg: 1d6 + 1 + 4 ⇒ (2) + 1 + 4 = 7
She must have hurt her wrist as she tumbled, for the thrust is weak, and off balance.
Karasuma Tazou
|
"Amiri! You're up! It's a shy bug! And it's hiding really well!
Holding for Rolando to do the inspirational magic!
.Pregen.
|
"Hey, little bug, comes to the auntie here."
Amiri enters the room and try to provokes the monster while prepare to hit him.
Ready action to attack the monster when he becomes visible
| GM DevilDoc |
Karasuma, Amiri, and Rolando all hold action, waiting for the giant bug to reappear. Suddenly, it appears right before Amiri and strikes out at her.
Claw 1: 1d20 + 14 ⇒ (7) + 14 = 21
Claw 2: 1d20 + 14 ⇒ (12) + 14 = 26
Claw 3: 1d20 + 14 ⇒ (13) + 14 = 27
Claw 4: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Sneak Attack: 2d6 ⇒ (2, 3) = 5
Grab: 1d20 + 15 ⇒ (17) + 15 = 32
Please make a DC 18 Fort Save or take Strength Damage: 1d4 ⇒ 3
The alien bug wraps Amiri in all four of its claws, surgically striking at vital points and muscle groups before just as quickly releasing her.
"Bold May Post"
The Visitant
Party
Yoon x2
Rolando Pascal
|
Rolando tries to see if he can recall anything about such a creature.
Knowledge whatever: 1d20 + 12 ⇒ (3) + 12 = 15
Standard: Sing--same bonuses as last time. Frost to Amiri (unless I ID that this thing is resistant/immune to cold) and Keen to Jirelle, +1 weapon to everyone else. Also, everyone gets a free spirit punch if adjacent. Flagbearer also provides +1 attack, weapon damage, save vs charm/fear.
| Generic Pregen |
Jirelle dances across to the other side of the archway, twisting and tumbling.
Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19 If that makes it, move directly opposite the party for flanking.
Whether she makes it or not, her blade flashed out in an attempt to pierce vitals.
Rapier+flag: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 plus flanking?
Dmg+precision+flag: 1d6 + 1 + 4 + 1 ⇒ (3) + 1 + 4 + 1 = 9
The spirits slam the aberrant creature.
Spirit attack: 1d20 + 4 + 3 ⇒ (14) + 4 + 3 = 21
Spirit dmg: 1d4 + 3 ⇒ (3) + 3 = 6
.Pregen.
|
Fortitude DC 18: 1d20 + 6 ⇒ (6) + 6 = 12
What about my readied action? May I still attack the creature?
Rolando Pascal
|
I think we can resolve our ready actions in whatever order we want, right (if we had the same trigger action)? If so, I think you'll get my frost bonus with your attack, as I could go before you. GM, does the Fort save happen on the bug's turn or on Amiri's turn? If it's the latter, I'll end my performance to immediate action cast Saving Finale and give Amiri a reroll on that save. Get it!
.Pregen.
|
@Rolando: luv u. s2
| GM DevilDoc |
Go ahead and resolve your held actions along with whatever action you will take this round... with the bonuses provided by Rolando. As for the knowledge, I do not how to put a DC on this thing as it is an alien life form and very uncommon. If I go by Core Rulebook, it is almost DC20 just to identify it.. but I really don't want to kill yall off, so I will give you this. It is a plant sub-type, immune to cold, resistant to fire and electricity, and has DR/slashing..so don't use pointy or blunt if you can help it. I suspect that the fort save would be an immediate thing in response to the damage. I don't think that there is anything that can be done about that.
| GM DevilDoc |
Jirelle tries to tumble around the strange bug creature, but it stops her with a claw and throws her thrust wide.
AOO: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
When her spirit steps in to help, it tries to slam the creature but it misses as well.
Rolando Pascal
|
Go ahead and resolve your held actions along with whatever action you will take this round... with the bonuses provided by Rolando. As for the knowledge, I do not how to put a DC on this thing as it is an alien life form and very uncommon. If I go by Core Rulebook, it is almost DC20 just to identify it.. but I really don't want to kill yall off, so I will give you this. It is a plant sub-type, immune to cold, resistant to fire and electricity, and has DR/slashing..so don't use pointy or blunt if you can help it. I suspect that the fort save would be an immediate thing in response to the damage. I don't think that there is anything that can be done about that.
Ok, in that case I'll just give keen to both and I will not end my performance. This thing seems pretty tough. Maybe we need to use the bag of tricks and the +1 spear? I wonder if he's Barad Shull?
| GM DevilDoc |
21 did not hit.. and even if it had, the damage would not have overcome the resistance..
-Posted with Wayfinder
| GM DevilDoc |
that does in fact make a difference. I was going off of the basic slam damage. So.. should the meet the AC, they will do full damage.
-Posted with Wayfinder
| Generic Pregen |
Jirelle is concerned. Her rapier has little effect, and it's the only type of weapon she carries. (It would take a crit for her to do any thing more thank a 'plink', and even that wouldn't be much more than a little scratch.)
She considers retreating, but doesn't want to leave her companions.
| Generic Member of the Society |
Yoon gasps in surprise, just before she smiles slightly. "you think holding the mean lady there was smart, but Yoon is smarster!" Raising her hands, she sets off a flame towards the creature!
Burning Infusion Ranged Touch: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 2d6 + 2 ⇒ (5, 2) + 2 = 9DC 16 Ref or catch fire. If it catches fire, fire resistance goes down by 9 for 2 rounds.
Greater Spell Penetration: 1d20 + 8 ⇒ (18) + 8 = 26
Forums ate my post! Oh, and 1 burn now added, tee hee.
Karasuma Tazou
|
Karasuma blinks as suddenly he's at the tail end of the group, with no good avenue to the beastie... and then Amiri gets lit up. Sure, she's a barbarian but still, that's not good.
So he does what best he can do by pulling out a healing stick and attempting to poke her with it...
UMD(CLW)(Activated in the past): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 101d8 + 1 ⇒ (7) + 1 = 8
Unfortunately, it makes a scary noise and the tengu shakes his head as he throws the balky thing at the bug-creature in frustration!
Angry Bird Throw: 1d20 + 6 ⇒ (7) + 6 = 13
| GM DevilDoc |
Jirelle considers her options while Yoon decides to throw down with the beast. However, it easily evades the burst of fire. Doesn't make touch AC.
Karasuma shows his frustration by chucking noisy stick at the insect.
Yoon, you have one more move to take. Lets get that resolved before the Vistant takes his next turn.
| Generic Member of the Society |
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Yoon, watching as to what is going on, decides to move and try and jump up on one of the tables in the corner of the room!
| Generic Pregen |
Okay, as I read the action sequence, we're waiting on Amiri to take readied action (and spirit slam attack) and regular action (and another spirit attack) before the beast goes again. Is this correct?
@Amiri, as a suggestion, if you make the readied attack/dmg rolls when declaring the readied action, it makes it a little bit faster in PbP.
Also, am I right in parsing everything that we did no damage to it this turn? Gah.
| GM DevilDoc |
pretty much correct on all accounts.. no damage this turn. Yall found the boss...
-Posted with Wayfinder
.Pregen.
|
Fortitude (saving finale): 1d20 + 6 ⇒ (12) + 6 = 18
Readied Action=Atk + PA + Wpn song: 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 132d8 + 7 + 6 + 1 + 1 ⇒ (2, 6) + 7 + 6 + 1 + 1 = 23
Spirit's Atk: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 181d4 + 3 ⇒ (1) + 3 = 4
.Pregen.
|
@Jirelle: thank you for the suggestion, I'll do that next time. =)
"Not this time, bastard!!!!", screams highly Amiri, filling her eyes with blood and angry.
The barbarian enters in rage and tries to break the grapple.
CMB: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
.Pregen.
|
@Jirelle: Amiri is grappled, isn't she?
.Pregen.
|
GM DevilDoc (emphasis added) wrote:The alien bug wraps Amiri in all four of its claws, surgically striking at vital points and muscle groups before just as quickly releasing her.Doesn't sound like it to me.
So, why this roll? Grab: 1d20 + 15 ⇒ (17) + 15 = 32
@GM DevilDoc: could you clarify for me if is she grappled or not, please?
Rolando Pascal
|
Probably grappled to do constrict damage or something, but didnt want to lower his AC by remaining grappled. Note that I couldn't use Saving Finale because my song wasn't up in time, right? Or was it?
| GM DevilDoc |
I did not know what all was included in Yoon's +8. Either way, 17 just barely misses touch AC.
The grapple and will save are due to a special attack. If any of the claws hit, it has an Eviscerate attack that does ability damage if it beats your CMD. So.. it attacks, grapples, possibly does more damage to an ability score, then it can either stay grappled (which none of you would survive two full rounds of contact with the thing), or release the target. In this case, it released Amiri, because I did not want to kill her right off the bat. Because of this, Amiri may redo her turn and take a suitable action to follow the readied action.
Rolando: The thing appeared because it attacked. The save was technically on the bugs turn, but if you want the immediate action of the Saving Finale, I will give it to you, I just need to know what you are doing. Did you sing or cast the spell? Its gone both ways so far..
Edit: How about this: Your immediate action replaced your readied action, then on your turn you began to sting along with the knowledge roll. That will give Amiri the win for the fort save, taking no ability damage, and also give everyone the song bonuses.
Amiri Swings at the Bug thing as it appears in front of her, but she misses. As the spirit materializes, it too attempts to attack, but misses as well.
.Pregen.
|
Regular action (replacing the CMB check)
Amiri spits a lot of blood after receiving all attacks.
"My turn..." she says with a guttural voice and a scary anger in her movements.
Amiri enters in rage.
Atk Btd Swd + PA + Wpn Song + Powerful Blow: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 152d8 + 1d6 + 10 + 6 + 2 ⇒ (7, 6) + (6) + 10 + 6 + 2 = 37
Spirit's Atk: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 231d4 + 3 ⇒ (4) + 3 = 7