| Variel Darkwalker |
Don't let it close or grapple you! Take it down NOW!
Initiative 1d20 + 3 ⇒ (16) + 3 = 19
This creature could be the death of us all, he mutters drawing arcane powers inwards.
| Drak Evren |
We really want to do this? Methinks it's best to let sleeping dragons (and dragonish creature) lie. If someone gets in a grapple with that thing (does it really get 6 rakes? They MAYBE get one turn before they die, that's if they don't die instantly
Not talking you guys out of it eh? *sigh* Oh well, odds are Drak will live. Surprise round go!
Following Variel's command Drak gets into position and strikes the creature.
Free Action Forgotten Trick - Shadow Clones
Free Action Forgotten Trick - Combat Trick (Weapon Focus)
Swift Action Shadow Clones: 1d4 ⇒ 2
Attack (assuming flanking): 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Damage: 2d6 + 8 + 12 ⇒ (4, 3) + 8 + 12 = 27
Ki remaining - 1/7
AOO if it stands
Attack (assuming flanking): 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
1d6 + 4 + 2d6 ⇒ (3) + 4 + (4, 5) = 16
| Rikaku |
Rikaku snorts upon spying the behir, sneering at its sleeping form. "They just wannabe dragon! Not like Rikaku," he mutters scornfully while he flicks his tail. When it seems like the party is in place and ready to attack the beast, he summons forth a great orb of snow-white energy that crackles with the sound of glaciers sliding past one another--and lobs it directly at the behir. When it hits, it shatters into numerous shards of ice, piercing the beast's hide.
Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Casting scorching ray.
Ranged Touch: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage (Cold): 4d6 + 6 ⇒ (1, 5, 6, 3) + 6 = 21
Thanks for the game, Davachido, and here's to 1000 more!
| Davachido |
Until someone takes an action that would trigger a surprise round I don't mind what you do. It's sleeping so if you want you can try to get as close as you like before attacking it or use the terrain to your advantage. The creature is not big enough to fit around the pillars (I'll have a map drawn up in the morning).
| Davachido |
The first hit will wake him up which will trigger initiative. I'll take the initiative of those who already rolled and roll the rest when it happens.
Map has been updated, I have situated you guys at the edge of the room for now. The opening is the open door, the closed door with the diorama is at the north end. Behir in the middle of course. The 4 circles are pillars and the edge of the map are walls. Next to each pillar is the shelves with objects on them. If you attempt to enter the room make me a stealth roll.
| Davachido |
I don't think you need to grease every piece of armour. I'm fine with you just doing it on yourselves for when you get grappled
Rikaku and Trogg cast augmenting magic on the companions before rousing the attacker.
Then Drak manages to sneak directly up to the Behir and strikes it with a swift attack.
attack: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d6 + 4 ⇒ (4) + 4 = 8
As Drak's sword comes down only then does he realise that the creature was faking its slumber and moves it's armoured skull in the way of his blade. Spending the rest of the time rising from its curled position with a tasty morsel in front of it.
The behir was however not banking on its prey having backup. An arrow flies out and plinks it on the back of its neck. The creature turns around only to get a blast of frost, it begins to roar out in pain as it is then cursed.
Top of the round.
Variel, Drak, Clarence, Malthu, Rikaku, Jazz, Behir, Rybal, Trogg
Jazz: 1d20 + 4 ⇒ (8) + 4 = 12
Rikaku: 1d20 + 2 ⇒ (9) + 2 = 11
Trogg: 1d20 + 2 ⇒ (1) + 2 = 3
Clarence: 1d20 + 3 ⇒ (12) + 3 = 15
Drak: 1d20 + 3 ⇒ (14) + 3 = 17
Behir: 1d20 + 1 ⇒ (10) + 1 = 11
| Drak Evren |
While it was largely meant as a joke I didn't mean cast it 7 times on Drak :) I was referring to casting it once on each person.
Also I'm assuming that even though my attack did not land that I still did the Shadow Clones and Weapon Focus actions. If not I'll do them now.
AOO as it stands up?: 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Drak delays slightly, waiting for the prefect moment until the beast is slightly distrated.
Delay inititive until he gets flanking (posting now as I may be gone the rest of the day today)
Curse you! You damned scaly thing. Drak says as he fights, using his expirience in battle to try to avoid being hit.
Attack Mainhand (+Weapon Focus, +Flanking, -Two Weapon Fighting, -Combat Expertise: 1d20 + 8 + 1 + 2 - 2 - 1 ⇒ (4) + 8 + 1 + 2 - 2 - 1 = 12
1d6 + 4 + 2d6 ⇒ (5) + 4 + (4, 4) = 17
Attack Offhand (+Weapon Focus, +Flanking, -Two Weapon Fighting, -Combat Expertise): 1d20 + 8 + 1 + 2 - 2 - 1 ⇒ (14) + 8 + 1 + 2 - 2 - 1 = 22
1d6 + 2 + 2d6 ⇒ (1) + 2 + (5, 3) = 11
Current AC - 18
Current CMD vs Grapple - 28
Shadow Clones - 2 remaining
Ki Pool - 1 remaining
| Malthu the Redeemed |
Don't forget to add +1 to attacks for Bless. That goes for Drak's attacks. Separately, Malthu has Bull's Strength.
Malthu suppresses a curse as the Behir rises from his apparent slumber. "Charge!" he roars.
Charge attack (+2 hit/-2AC), +10 grapple checks due to grease, bull's strength, bless, flanking
Power Attack: 1d20 + 7 + 1 + 2 + 2 + 2 ⇒ (5) + 7 + 1 + 2 + 2 + 2 = 19
Damage: 1d8 + 15 ⇒ (8) + 15 = 23
| Rikaku |
Not wanting to get in the way of either the brave (or, in his opinion, utterly insane) warriors charging in, or put himself in the line of fire for the behir's breath weapon, Rikaku circles around the outside of the fight and hides behind one of the pillars until he can get a good aim for one of his last remaining big-ticket blasts of cold ice...
Double move.
| Davachido |
Drak swings desperately at the Behir as it stands up but is unable to penetrate its scales. Variel continues to impede the creature with his witch curses, making it easier for his allies to kill the beast.
Malthu charges forth. As he does the Behir comes down to strike him.
Attack of opportunity
attack: 1d20 + 13 ⇒ (13) + 13 = 26
damage: 2d6 + 15 ⇒ (1, 3) + 15 = 19
grapple: 1d20 + 22 ⇒ (2) + 22 = 24
However it only manages to damage him and not pick him up in his mighty maw, and thanks to all the aid he is getting despite his less than stellar swing manages to swing the blade into to the Behir as it shrieks out in pain.
With Malthu now flanking Drak again goes to strike it, the first of his blades bouncing off ineffectually while his second strikes home. His first stroke of luck in this fight. Clarence moves closer, hunched up protecting himself. While Rikaku hides away from the creature's grasp.
Jazz will act before the below happens.
The Behir goes for then decides to go back to its tasty morsel that disturbed him and goes for an attack on Drak.
attack: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 2d6 + 15 ⇒ (3, 4) + 15 = 22
2 Shadows and 1 Drak, rolling a 3 will hit Drak.
miss chance?: 1d3 ⇒ 3
The Behir seems to have picked the right person and chomps on Drak's squishy exterior.
grapple: 1d20 + 22 ⇒ (6) + 22 = 28
Despite all the preparation Drak is grabbed by the creature and is drawn into the coil of its body ready to constrict Drak underneath his claws.
| Rikaku |
Seeing the behir turn around and grab Drak in its jaws, Rikaku leaps out from behind the pillar with a fierce snarl. "Pathetic wannabe dragon! Let go Rikaku friend!!"
He summons forth another blast of cold energy from deep within him, spewing it all over the behir's unprotected back side.
Ranged Touch: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage (Cold): 4d6 + 6 ⇒ (5, 5, 4, 2) + 6 = 22
| Davachido |
Just to move things along a bit.
BOT: Jazz
Jazz fires off another shot from his bow at a safe distance away from the rampaging beast.
attack: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
The arrow unfortunately doesn't hit as it goes flying past the creatures head.
Rybal gets close enough to attack the creature without its head coming down onto him but is unable to reach the Behir's eyes. It's neck seems nimble enough to avoid the thrusting spear.
Trogg is ready in case he's needed and Variel provides some support.
Variel starts off the second round with his healing hex and cackle. I will just act out Rikaku's action so people can plan a bit.
When Rikaku blasts the Behir with another cloud of ice it starts to shriek louder and louder. The grip on Drak starts to loosen.
Rybal: 1d20 + 1 ⇒ (6) + 1 = 7
Jazz: 1d20 + 1 ⇒ (19) + 1 = 20
Trogg: 1d20 + 6 ⇒ (4) + 6 = 10
Variel: 1d20 + 0 ⇒ (8) + 0 = 8
Malthu: 1d20 + 4 ⇒ (17) + 4 = 21
Rikaku: 1d20 + 0 ⇒ (11) + 0 = 11
Drak: 1d20 + 5 ⇒ (15) + 5 = 20
Jazz, Drak and Malthu realize the creature is starting to recoil, it will likely retreat. Where to you aren't sure as the group is blocking the only exit. You think the Behir might be getting desperate. It might try attack with reckless abandon to get away!
| Drak Evren |
Greased Escape Artist VS CMD: 1d20 + 17 ⇒ (16) + 17 = 33
That should be good enough. Now, the question is do I dare.... Do to the rule of cool, I think the answer is yes
If 33 is enough to beat the CMD
Drak slips out of the deadly grip of the Behir and REVERSES the grip. Drak and his shadows now controls the grapple! (for what is admittedly for probably a very brief time!). For the moment however the Behir isn't going anywhere.
For the love of all gods everywhere kill this thing! Now is not the time to be defensive!
Current AC - 15 (-2 for being in a grapple)
Current CMD vs Grapple - 27
Shadow Clones - 2 remaining
Ki Pool - 1 remaining
A couple reminders - anything in a grapple shouldn't be able to AOO so you should be able to move freely. Between the hex and being in a grapple this thing should have a -4 AC. Drak also wouldn't mind a powerful heal if someone has one....
| Malthu the Redeemed |
Malthu takes Drak's words to heart -- time for some offense. "Hold him steady, Drak!" Malthu aims for an exposed point!
Swift Action: Lay on Hands: 2d6 + 2 ⇒ (2, 4) + 2 = 8
Full Attack
Main Hand: 1d20 + 5 + 1 + 2 + 2 ⇒ (20) + 5 + 1 + 2 + 2 = 30; Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Off Hand: 1d20 + 5 + 1 + 2 + 2 ⇒ (8) + 5 + 1 + 2 + 2 = 18; Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Crit 3x: 2d8 + 20 ⇒ (3, 5) + 20 = 28
| Davachido |
Drak with a little bit of luck manages to wrangle himself away from the grasp of the large lizard creature. With his shadowclones he holds the creature's head up for but a brief moment.
Clarence goes full force at the creature's exposed legs and it begins to rear up and screech for the first time in fear.
His ally Malthu taking full advantage of the situation leans in spinning his blades and bringing down the double axe straight across the Behir's exposed ribcage area. Splicing it open with a decisive blow. The creature writhes around trying to fling Drak off while moving forward. Its entrails start to fan everyone before it finally drops face first onto the ground. Drak flips off its head before it takes him with it. The dust settles and the large creature is dead.
Wooo, well done, CR 8 down.
What is now left other than the carcass of the large beast is at the end of the hall is a room with an odd diorama on it. From left to right there is a human fighting a cyclops. Then a spider fighting a mage with glasses.
As you approach the door you can see there are 4 sets of 9 dots. Side by side. The 4 sets are clearly set apart, with a little experimentation the group realizes that you can press in the dots. If you leave them for a little while they reset. Some combination of pressing in these dots surely opens the door that much is for certain.
First simple puzzle of the game, since I don't want the game to get too bogged down by a riddle I'll let everyone have a stab at it. Then I'll roll intelligence checks for your characters and give you hints based on that. If you don't figure it out an alternative encounter will trigger. So don't worry you haven't hit a brick wall.
| Drak Evren |
Presses dots 2 1 8 4 respectively
If anyone is curious of the logic -
Human (2 legs, 2 arms)
Cyclops (1 eye)
spider (8 legs)
Guy with glasses ('4 eyed')
*** *** *** ***
*** *** *** ***
*** *** *** ***
| Davachido |
@Trogg: The spider has 8 eyes.
Drak got the answer though his logic was slightly off. (It was how many 'eyes' each creature had).
Drak keys what he thinks is the answer to the doorway. He hears a satisfying click as he inputs the last number. Slowly the door gives way receding into the ceiling, a waft of musky air flows in from a room time forgot. The paint is slowly peeling off the wall inside, the bits of brick that support the room are slowly crumbling away. The occasional small insect skitters across the surface of the walls between cracks that have appeared over the years. The room is relatively small, unable to hold more than maybe two people in it if they squeeze up tight. There is a single pedestal in the centre of the room with a box on it. Flanking the pedestal on either side is a sconce.
The sconce on the right is that of a lizard creature with wings, the party can grasp quite quickly that it is meant to symbolize a dragon. Within its front legs it clasps a small metal rod that has ornate crenellations on one end. The rod looks to be removable.
The sconce on the left is that of a Pixie, it has a holder like the dragon. The Pixie is wrapped around its holder though the sconce is currently empty.
The magic users of the group can tell that almost everything they see in here is magical except for the back wall. There seems to be magic flowing through the sconces and the box. The magic isn't very strong though. The magic from the sconce on the right feels odd, it is as if it is a pipe. Magic is flowing from the wall into the rod and back out again. Whereas the for the Pixie there is magic clearly there but it is not moving.
| Drak Evren |
No one said Drak was the smartest of the bunch - he (and I) can get lucky sometimes :). I was going with 'identifying features' rather than eyes specifically but if it works it works.
Drak will let the more magically incline take care of this one, he needs a breather and his head is still spinning from the fight with the Behir.
| Rikaku |
Rikaku sits back as Drak figures out the puzzle door, collecting his energy after the battle with the behir. He'd spent quite a lot of his magic just now, and it had really taken a toll on him. Nonetheless, he presses onwards into the room overflowing with magic.
"This must be special box," Rikaku says as he makes his way up towards it. He closely examines the sconces as well as the box for some time.
Taking 20 on Perception for 27 - I can't detect magical traps though.
If nothing seems outwardly amiss, Rikaku will at first gingerly touch the rod in the dragon's claws before removing it (if nothing happens at his touch).
Identify the rod (with detect magic on): Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20
| Davachido |
Malthu, Int check: 1d20 + 1 ⇒ (9) + 1 = 10
As Malthu looks at the room in front of him he does remember recently that they picked up a small rod though it is wooden. It had the same leafy pattern on it as some of the Pixie's clothes.
Rikaku looks closely at the whole room trying to get in every minute detail. He doesn't find anything dangerous in the room or about the box. The sconces at closer inspection seem to have some form of piping at the bottom of where the rods are placed. On the Pixie Rikaku can see a small needle at the bottom, presumably on the Dragon there is one too. Rikaku can sense that there is more magic at that point than elsewhere in the sconces.
Rikaku bravely reaches out to touch the rod, it does nothing. Then he removes it. He feels the magic die down a little and indeed he can see there is another needle at the bottom of the Dragon sconce. Taking a bit of time to identify the magic left in the rod he can tell it is a wand of magic missile. It is currently full.
One thing Rikaku does note is that the wand has been used before though it is full. Rikaku wanders how that is.
Unfortunately Variel can't determine what the exact purpose of the room is, and the very least he can tell that the sconces are activated by a rod and that the box doesn't have anything to do with the rest of the system that is here. Beyond that he can't say.
| Rikaku |
Rikaku harmlessly activates the rod, aiming it out the door back at the behir's body and firing a single magic missile before placing it back in the dragon statue's claws. He gives it a minute or so before taking it out again and checking if the charge has been restored to it.