
GM Nayr |

Rush's ministrations seem to bring everyone back up to a reasonable confidence as you stare into the dark depths below. After the turn of the corner, the path down continues for a hundred or so feet before turning back to the left. There is a faint, reddish glow at the end of the corridor before the turn - it looks faint and flickers like ambient light from a nearby fire.

TapTap |

Tap tiptoes ahead. I suppose Rush with his invisibility should play scout, but I don't think he'd like that
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Stealth: 1d20 + 12 ⇒ (15) + 12 = 27

GM Nayr |

Jack motions for quiet, and listens carefully, trying to determine what they may find ahead. He hears nothing, but Tap does - chanting, in some fell language no one recognizes.
Sneaking forward, Tap takes a glance around the corner. Ahead, the path opens into a wide chamber with an altar in the center that looks to be made from humanoid bones topped with the vertebrae of long eel-like animals, perhaps Naga.
On the other side of the altar are three Charau-ka. Two are the smaller ones that they'd confronted outside. The third is larger, and bedecked with jewelry, most consisting of blood red gems in various configurations. This one is the source of the odd chanting.

TapTap |

SpellCraft: 1d20 + 5 ⇒ (10) + 5 = 15
Religion: 1d20 + 5 ⇒ (7) + 5 = 12
Religion Once a Day Reroll: 1d20 + 5 ⇒ (2) + 5 = 7

xeyed-jack |
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The truth is, Jack really hates magic. Sure, its okay when Tap or Rush does it,... kinda. But this? In the dark? No way.
Jack rushes in with a fearsome yell, and attempts to poke a few holes in the chanting creature.
None of that gobbley guk, now. Sheeya!
attack: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d6 + 1d6 + 7 ⇒ (4) + (3) + 7 = 14
intimidate: 1d20 + 10 ⇒ (11) + 10 = 21
If i need to make additional rolls, or initiative roll... its a "surprise" attack

Rush: Weather Wise |

The truth is, Jack really hates magic. Sure, its okay when Tap or Rush does it,... kinda. But this? In the dark? No way.
Jack rushes in with a fearsome yell, and attempts to poke a few holes in the chanting creature.
None of that gobbley guk, now. Sheeya!
If i need to make additional rolls, or initiative roll... its a "surprise" attack
Probably for the best.
Rush reaches out his hand as Jack goes charging in, then grimaces as he swings his sword at the shaman(?). This is followed by a sigh as he hefts his spear and prepares to do battle.
K(Religion or Planes): 1d20 + 4 ⇒ (12) + 4 = 16
I had to take Jack's dice rolls out because the "quote" part removed some brackets and lumped all the rolls together. So I got a attack modifier of 223. Can I keep that number for later?

Sunyata |

Sunyata observes the group... Out of her depth with spells and magic...
Now skulking... She could really skulk about... She observes the surroundings looking for clues...
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
And the screaming pain in her shoulder is distracting... Unable to truly focus, she continues as clueless as before...

GM Nayr |

Alas, neither Tap nor Rush can identify the odd chanting, nor can they tell what sort of menacing creature suddenly appears in front of the rushing Jack.
From Jack's perspective, he had seen his target straight ahead, just on the other side of a short altar. The chanting monkey was easy prey...didn't even look to have a weapon. With a wild charge, he rushes into the chamber, intent upon the creature's swift death.
Suddenly, a huge shape appears in front of him. This massive dog-looking creature has what looks to be porcupine quills running down its back, though each is long enough to impale a man. It lets out an odd chittering roar, as it attacks the shaman's enemy....Jack.
The shaman completed his spell by the time you arrive. You've got a shaman ahead on the other side of an altar, the two wounded monkeys on the sides, and one big bad. Combat map updated...Tap is up!
initiative Charau ka: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Shaman: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative big bad: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative Jack: 1d20 + 8 ⇒ (7) + 8 = 15
Initiative Tap: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative Rush: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Sunyata: 1d20 + 3 ⇒ (11) + 3 = 14

TapTap |

Tap screams in horror, or so it seemed as his mouth split wide. Instead a cacophonic scream attempt to enter the porcupine's skull.
Cacaphonous Call, Will D5 15 or nauseated for 4 rounds.

GM Nayr |

The creature staggers slightly, then rights itself, apparently able to cast off the effects of Tap's scream.
The shaman roars out an incantation, pointing and gesturing at Jack as he does. He slams down his fist on the altar, and immediately Jack feels dark tendrils of power invading his mind.
Doom - DC14 will save or become Shaken for 5 minutes. After that, Jack's up!

xeyed-jack |

will save: 1d20 + 3 ⇒ (16) + 3 = 19
Jack momentarily feels the tendrils of a nameless fear, but Jack angrily shakes off the shaman's incantation.
Don't you try that nonsense with me. I'm going to cut you up for our supper!
I'll just take the rolls I made last time
attack: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d6 + 1d6 + 7 ⇒ (4) + (3) + 7 = 14
intimidate: 1d20 + 10 ⇒ (11) + 10 = 21

GM Nayr |

Assuming you're going for the spiny critter, as you'd have a hard time getting around it. You'd need to step in 5 ft to attack
Jack moves in and slams his blade into the strange creature, eliciting a wolf-like yelp and then a rumbling growl. As he attacks, Jack skewers his forearm on one of the quills, which seem almost to move and attack at the beast's defense.
Quill defense: 1d4 + 1 ⇒ (3) + 1 = 4
4 damage and please roll a DC14 reflex save or be sickened by the poisonous quills
The beast's growl is cut short by Jack's glower and swordplay, and the large creature seems hesitant to attack.
Shaken per successful demoralization.

GM Nayr |

The two monkeys to the sides of the beast hurl stones at Jack, careful not to hit and thus enrage their summoned monster.
Rock1: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Rock2: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Both rocks whistle harmlessly by, no doubt thrown off by the large form of the quilled beast.
Sunyatta up before the big guy!

TapTap |

Tap sings a slippery song casting grease beneath the quilly beast.

Rush: Weather Wise |

Rush takes a deep breath, steadying his nerves, then begins to move towards Jack, worry deep in his eyes. As he steps forward, he vanishes from sight, but steps up to Jack's right side and says; Jack, on your right. I'll be here to protect your flank, but I won't be able to do much against that big nasty. So, if you could kill it, that'd be great.....
Move action to move next to Jack.
Standard action to use invisibility revelation. 2nd of 4 minutes per day.

GM Nayr |

Tap casts his spell, summoning a rather mundane, slippery substance under the evil outsider. The beast's having four feet planted to the floor seems to work against it, as all four feet splay out in different directions. The creature lets out a very puppy like yelp as it slams down to the ground.
The beast is prone! Nice one!

xeyed-jack |

Jack briefly considers his options. More than ever he missed the reassuring size of Big Belliot. Had he been here, Jack would try to dive and somersault around this beast to attack the shaman directly. But he doubted his companions ability to withstand a frontal melee of any sort.
sigh
Jack resolves to dispatch the wretched four-footed beast.
attack: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 1d6 + 1d6 + 7 ⇒ (1) + (5) + 7 = 13
intimidate: 1d20 + 10 ⇒ (12) + 10 = 22

TapTap |

Damn. This is how I will die.
Taptap thinks uselessly from his paralyzed body.
Will: 1d20 + 3 ⇒ (9) + 3 = 12

GM Nayr |

Jack slashes at the beast, and scores a powerful hit, cutting a wide gash in the big body. As he does, though, he once again cuts his wrist on one of the wicked quills, which move on their own agenda.
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
DC14 Reflex save or become sickened by the quill
As one, the two Charau-ka begin shrieking madly, working themselves into a frenzy. They draw their clubs as they advance on Jack, each taking a side. Together, they swing down with their weapons, a sudden burst of speed propelling their attacks. Unfortunately for them, their sudden burst of speed throws off their attacks, and they miss their targets by a wide margin.
Club 1: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Club 2: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
4 damage to Jack; Sunyata's up!

Sunyata |

Sunyata still too weak for effective close range combat takes aim again hoping to do better and aims for a vulnerable point where the shaman can't shrug off the attack, and takes aim of the eye of the quilled creature.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 + 9 ⇒ (4) + 9 = 13
Sadly her shoulder winces at the critical moment of releasing the arrow... and she sighs with frustration expecting to miss for the split second movement off the mark...

GM Nayr |

The massive canine beast attempts to get back to its feet, snarling and hissing at its predicament, and the considerable pain that Jack has inflicted upon it.
Move action to stand back up - incurs an AOO from Jack and possibly Rush if he's threatening.
Once on its feet, the beast roars and attacks Jack once again, trying to rid itself of this pesky two-leg.
Bite: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Quills: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Rush: Weather Wise |

Rush does have his weapon out, but he knows not to break his invisibility by attacking. (Nice try, GM, I'm on to your shenanigans.)
Rush reaches over to Jack, Hang in there. And stop poking yourself with the quills.
Rush casts a healing spell on Jack, it feels like a jolt of electricity through the veins as power surges along your limbs.
Cure Moderate Wounds: 2d8 + 4 ⇒ (3, 8) + 4 = 15 healing back to JACK.

GM Nayr |

The bristling creature makes an attempt to rise, but Jack sees the movement, and plunges his blade down into, and through the creature, skewering it completely through. Still, the quills even lash out in their death throes, savaging Jack's wrist.
Quill damage: 1d4 + 1 ⇒ (2) + 1 = 3
DC14 Reflex save or become sickened by the quill
The shaman begins to chant again, and seems to be in deep concentration.
Jack's up! The beast is done for

xeyed-jack |

reflex-save: 1d20 + 8 ⇒ (8) + 8 = 16
Deftly dodging the quills, Jack thrusts his blade through, killing it. He quickly wrests it free and leaps at the shaman with a frightening snarl.
attack: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d6 + 1d6 + 7 ⇒ (6) + (6) + 7 = 19
intimidate: 1d20 + 10 ⇒ (4) + 10 = 14
crit-confirm: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 1d6 + 7 ⇒ (1) + (3) + 7 = 11

GM Nayr |

As Jack dashes past, the suddenly confused Charau-ka swat at him with their clubs. Both connect, but Jack forces through the hits, his eyes intent upon the caster. Charging in, he plunges his blade into the shaman's chest and through. Though the blade doesn't completely finish the simian, the shaman gasps for air through his now pierced lung. He completely fails to continue his chant...whatever spell had been on his lips now gone.
AOO1 with flank: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
AOO2 with flank: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
8 damage to Jack, but 30 to the shaman! He shakes off the attempt to demoralize - high wisdom.

GM Nayr |

The smaller apes follow behind, screeching and howling as they watch the very symbol of their faith being run through. They swing at Jack with their clubs...again.
Attack with flank: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Attack with flank: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Pretty sure that first is a hit, but couldn't get your char sheet to come up. If so, 7 damage. Sunyata, Rush, and Tap are up!

TapTap |

Still bound by the shaman's spell, Tap only hopes that his friends can distract these stupid things while he laid there helpless. Well I do have mirror image active, they might not figure out which one is me.

GM Nayr |

Rush, still unseen, launches himself on to the top of the altar, reaching down to heal Jack as he does. Tap struggles against his invisible bonds, but to no avail.
Sunyata launches a bolt into the back of one of the smaller ape creatures, and it screeches in pain as the bolt thuds into its back. It staggers forward slightly, reaching around to try and pull the thing out.

GM Nayr |

The shaman, barely standing, still manages to curse out a spell, spitting blood out with his words. He slams his hand down on the altar, splitting his knuckles. Blood seeps down from his clenched fist, and he flings out his hand to make drops fly towards his enemies.
Damage to shaman: 1d6 ⇒ 2
As the blood flies, you each feel an add sensation, specific and seemingly random parts of your skin beginning to burn.
Bloodbath! Each of you need to make a fort save DC15 or take 1d6 bleed damage at the beginning of your turn for 5 turns...or until the shaman's bleeding status changes.
Jack's up!

xeyed-jack |

fort-save: 1d20 + 2 ⇒ (9) + 2 = 11
Jack dodges to the side. Too late, Jack curses as he feels flesh peeled from his body. That hurt!
Jack rolls, and tries to thrust his blade through the shaman's heart, if it had one.
attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 1d6 + 7 ⇒ (3) + (3) + 7 = 13
intimidate: 1d20 + 10 ⇒ (9) + 10 = 19