Jiggo Maelerant
|
Jiggo holds onto the holy symbols. "I'm certain the church will want to know about these."
"Good job, Io!" Jiggo slaps the dwarf upon his shoulder. "We should see what's in that alcove, right?"
"Hey Amarandlon. Do you know what's in this wand?"
Amarandlon Svethaniel
|
Amarandlon sniffs disparagingly at the Pharasmin holy symbols. "I suppose they will...though I doubt they're of much actual utility. Pure symbols never interested me much."
He does, however, pick up the wand with interest, turning it over and examining it in his hands.
A quick detect magic to scan the area and the items found...
Spellcraft, ID the wand: 1d20 + 10 ⇒ (9) + 10 = 19
Jiggo Maelerant
|
Amarandlon sniffs disparagingly at the Pharasmin holy symbols. "I suppose they will...though I doubt they're of much actual utility. Pure symbols never interested me much."
"These will give people hope. Something everyone needs in times of peril." Jiggo kindly notes to the elf. "Although Erastil's symbols grant more hope."
Io Hammerhand
|
Io finishes exploring the hidden crypt, then turns to the others.
"Noo what? Ah dornt think we want tae try th' other statues unless someone fancies disarmin' th' traps first. If nae, we could try the next duir tae th' eest."
Amarandlon Svethaniel
|
"Hmph." Amarandlon snorts, though whether he's dismissing Jiggo's piety or just irritated at the wand is hard to tell; he holds it up, offering it to the others. "This is a wand designed to conjure a brief, directable burst of positive energy, which can be most uncomfortable for the undead. It is, in fact, a simple cantrip--one I learned long ago, and have prepared today--and thus I have little use for it. Would anyone else care to use it?"
Does anyone have a high UMD check and want to take the wand? Io can use it without a check, but I don't think anyone else can...I do have disrupt undead prepared today, so I don't really need it. If not, I'll just hang onto it.
To Io, he adds, "Should we not investigate the secret door you discovered in the southernmost alcove of this room? A hidden door behind a hidden door does suggest something powerful, valuable, or both might lie beyond..."
Io Hammerhand
|
"Obvioosly...i meant...after 'at," Io shrugs.
Sorry...I thought we had already investigated the whole room. Yes, we should keep going if there's more. I'll take the wand...though I suspect most times I'll have better ways to "disrupt undead"
Callan Domhnall
|
"Secret doors also are meant to keep dangerous things hidden... so let us uncover what lies behind"
GM Zinou
|
Indeed, you didn't open the secret door in the southern alcove. Going this way, then.
Io spends a few seconds to figure out how to open the secret door but eventually figures it out quite easily as it's the same mechanism as the door he just opened.
The heavy door slides on the side when Io triggers the mechanism and makes a loud sound. Suddenly, you smell the stale air trapped into the depths of the crypts rushing towards you. A cloud of dust fly in your faces and makes you cough but soon, it falls to the ground. When Io passes the ancient doorstep, he can see further and can tell that the crypts here were less used. On the dwarf's left, he sees a square shaft that fills an alcove, dropping deep into darkness.
The crypts also continue into darkness, Io must go forward to see what lies beyond.
Please place your minis on the map.
Jiggo Maelerant
|
Jiggo waits for everyone to pass him before casting light upon his quarterstaff. "It's dark in there. I can't see a thing!"
Io Hammerhand
|
I took the liberty of moving everyone's token forward.
Io waves his hand in front of him as the cloud of ancient dust dissipates.
"There's naethin' 'at can be done fur ye, boyo. Naethin short of changin' tae a dwarf, 'at is..."
Having no trouble in the darkness, Io carefully makes his way forward.
perception: 1d20 + 9 ⇒ (20) + 9 = 29
Callan Domhnall
|
Callan pushes his way forward to behind the dwarf, his darkvision picking out the textures of the walls and ceilings, searching for any signs of traps or danger.
Aid Perception: 1d20 + 5 ⇒ (3) + 5 = 8
I took the liberty to reorder us... change back as necessary
GM Zinou
|
I was going to roll perception checks for the party but your 29 makes it without any troubles :)
As you're going further in the ancient crypt, Io soon hold his fist in the air to stop the progression of the pathfinders. Indeed, before him is a gate made of... bones! Io whispers to his companions "It's a trap!"
The trap is on the map. Anyone to disable it?
Io Hammerhand
|
Io looks nervously at the trap, having already established that they did not have a group member who could disable traps.
"Whit noo? Shood we go aroond, or any volunteers tae turn intae a gate ornament?"
Amarandlon Svethaniel
|
Amarandlon peers carefully at the gate. "Can you tell how this trap works, or where its most dangerous area is? I could attempt to trigger it from a distance."
Got no Disable Device, but I do have mage hand...
Callan Domhnall
|
Mostly brute force and ignorance here... if you need something broken, I'm your guy!
GM Zinou
|
I'll let you guys decide what to do with the trap but I just realized I didn't give the proper description of it.
Indeed, before Io a macabre gate made of bleached bones blocks the tunnel. The gate has no obvious handles or hinges, and Io thinks that it will activate a trap when someone touches it. Alternatively to disarm the trap, Io also thinks that you could get past the gate by channeling positive energy. He also thinks that once triggered, the trap resets itself automatically and immediately.
Jiggo Maelerant
|
D'oh! No channeling until level 4, sorry. I don't think my Fervor will do the trick.
Jiggo frowns. "Hmm, I'm not sure we can do much more than brute force here. Erastil hasn't blessed me enough to break this. But who would put this here?"
Jiggo Maelerant
|
Assuming Jiggo bought those two additional flasks of holy water...go big or go home
Jiggo takes a guess and throws a bottle of holy water at the gate. "If anything needs to be blessed, this is one of them."
GM Zinou
|
Nice job, Jiggo. That wasn't even the mean I meant you to use (one use of the Chime of Opening) but it's a great idea!
The gate... hisses and bashes open. Only for a few moments, though. It's enough for all of you to pass in the next room. You hear a loud CLANG behind you and see that the gate closed just after the last of the group passed the gate.
You see that repeated lines of footprints mark the dust on the floor of this crypt, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen.
As you reach the middle of the chamber, you see that skeletons stand motionless in some alcoves. But as soon as someone points them, their hands slowly move and... they attack you!
Hasshin: 1d20 + 7 ⇒ (5) + 7 = 12
Jiggo: 1d20 + 2 ⇒ (10) + 2 = 12
Callan: 1d20 + 5 ⇒ (13) + 5 = 18
Amarandlon: 1d20 + 1 ⇒ (20) + 1 = 21
Io: 1d20 + 9 ⇒ (3) + 9 = 12
AS: 1d20 + 6 ⇒ (1) + 6 = 7
The Secret Catacombs - Round 1 - Bold may act!
Hasshin, Jiggo, Amarandlon, Callan, Io
Skeletons!
Io Hammerhand
|
Seeing himself surrounded, Io brings his dwarven longhammer to bear, but it the tight quarters it is difficult for him to swing it effectively.
"Gie them, Kradvid!" he calls to his animal companion, and the roc screeches and lashes out to the one at its west.
MW Dwarven Longhammer (cold iron)(two-handed): 1d20 + 4 ⇒ (7) + 4 = 112d6 + 3 ⇒ (6, 3) + 3 = 12 All attacks vs. flat-footed.
handle animal: 1d20 + 9 ⇒ (13) + 9 = 22
bite attack: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 2 ⇒ (5) + 2 = 7
claw attack1: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 1 ⇒ (1) + 1 = 2
claw attack2: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 1 ⇒ (1) + 1 = 2
Jiggo Maelerant
|
Knowledge(Religion): 1d20 + 4 ⇒ (1) + 4 = 5
"Trapped in a room full of animated skeletons?" Jiggo shudders. "Something is definitely afoot here!"
Quarterstaff 1: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Quarterstaff 2: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Jiggo wails at the southeast skeleton. If it is destroyed, he then 5 ft shuffles to the southwest.
Callan Domhnall
|
Callan swings his axe at the skeleton to his east.
MW Great Axe melee vs skeleton: 1d20 + 2 + 1 + 4 + 1 ⇒ (7) + 2 + 1 + 4 + 1 = 15
Damage?: 1d12 + 6 + 1 ⇒ (3) + 6 + 1 = 10
GM Zinou
|
While at first, Kradvid's claw didn't seem effective at all, it eventually removes some of the bones from the skeleton. It looks wounded but still stands. I forgot that a claw is B/S, not just slashing.
Callan's blow rips on the alchemical skeleton's bones. Flat footed AC is 16 ;)
Hasshin and Amarandlon are up!
Amarandlon Svethaniel
|
Amarandlon rolls his eyes. "Pathetic creatures barely even qualify as undead," he mutters as he steps carefully away from the nearest one."Out of my way, you ludicrous avian." Squinting past Kravdid, he shoots a day of glowing golden energy past the bird's talons.
5' step south, cast disrupt undead at the red one.
Ranged touch attack: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Damage: 1d6 ⇒ 1
Hasshin Sshok
|
Hasshin attacks the skeleton with punch
attack: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 3 ⇒ (4) + 3 = 7
punch was not effective. ..
GM Zinou
|
Amarandlon tries to disrupt the skeleton before him but succeeds only to inflict minor damage to it. Hasshin tries a punch but misses widely.
The skeletons attack you in a fury of blows.
AS vs Hasshin: 1d20 + 2 ⇒ (17) + 2 = 19 for Claw: 1d4 + 2 ⇒ (3) + 2 = 5
AS vs Hasshin: 1d20 + 2 ⇒ (18) + 2 = 20 for Claw: 1d4 + 2 ⇒ (2) + 2 = 4
AS vs Kradvid: 1d20 + 2 ⇒ (1) + 2 = 3
AS vs Kradvid: 1d20 + 2 ⇒ (20) + 2 = 22 Threat for Claw: 1d4 + 2 ⇒ (3) + 2 = 5
AS vs Kradvid: 1d20 + 2 ⇒ (18) + 2 = 20 Nope
AS vs Callan: 1d20 + 2 ⇒ (13) + 2 = 15
AS vs Callan: 1d20 + 2 ⇒ (14) + 2 = 16
The Secret Catacombs - Round 2 - Bold may act!
Hasshin [13/22], Jiggo, Amarandlon, Callan, Io, Kradvid [8/13]
Skeletons!
Jiggo Maelerant
|
"Hold fast, friends!"
Quarterstaff 1: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Quarterstaff 2: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Hasshin Sshok
|
Hasshin enters a dragonic rage and swing a acid dripping punch..
attack: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 5 ⇒ (2) + 5 = 7
acid fist: 1d6 + 1 ⇒ (5) + 1 = 6
Io Hammerhand
|
"Careful, elf. Th' beest hasnae eaten in a while," Io says with a sidelong glance at Amarandlon. The dwarf's peevishness with the elf keeps him from hitting again.
MW Dwarven Longhammer (cold iron)(two-handed): 1d20 + 4 ⇒ (3) + 4 = 72d6 + 3 ⇒ (5, 1) + 3 = 9
| Kradvid |
Meanwhile, Kradvid continues his assault on the skeleton that hit him.
bite attack: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 2 ⇒ (6) + 2 = 8
claw attack1: 1d20 + 3 ⇒ (15) + 3 = 181d4 + 1 ⇒ (4) + 1 = 5
claw attack2: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 1 ⇒ (1) + 1 = 2
Amarandlon Svethaniel
|
"Indeed? I hope you're not planning to feed Jiggo to it, then. Because these skeletons will hardly safe it," Amarandlon sneers. Turning to the remaining skeleton, he unleashes another day of light.
Disrupt undead.
Attack vs. touch: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
Damage: 1d6 ⇒ 3
Confirm??: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Possible bonus damage: 1d6 ⇒ 2
GM Zinou
|
Amanrandlon shatters into dust the last skeleton with his spell! Indeed, a crit! Out of combat!
With the last threat killed, or maybe we should say "killed again", the group now sees betters the repeated lines of footprints marked in the dust on the floor of this crypt, leading to the northeasternmost alcove.
Jiggo Maelerant
|
Jiggo wipes some sweat off his brow as the last skeleton falls.
"Good job, everyone. Onward!"
Jiggo seems rather enthusiastic, all things considered. This adventure reminds him of the old days.
Callan Domhnall
|
Callan nods unceremoniously to the elf, recognizing that his spell defeated the barbarian's targeted foe. He then looks for any clues as to why these bones were reanimated.
perception: 1d20 + 5 ⇒ (10) + 5 = 15
GM Zinou
|
Feel free to retcon any healing.
Io finds easily the lever that opens the door in the northeastern alcove. As the heavy stone door slides opens, grinding on stone, the acrid stench of chemicals and reagents hurt your nose. As you enter the room, you see that the walls are marred by strange stains and scorch marks. Several tables are scattered about the room, covered in a bewildering plethora of glassware, alembics, retorts, tubes, simmering cauldrons, and smoking beakers full of brightly colored liquids. Scattered pages of written notes in a crabbed and lie strewn about the chamber. A large alcove in the northwest corner contains a bookshelf groaning under the weight of heavy, dusty tomes and scrolls.
Three large glass vats stand against the eastern wall, filled with bubbling green fluid. Floating within the vats are three grotesque objects: putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains.
1d100 ⇒ 34
In the room stands a hunchbacked, haggard-looking man in his 30s, with black hair starting to turn gray. Beside him stands a zombie.
He faces you with a snarl. "What are you doing here? What did you do to my army? Mr Marrow! Please show these intruders the way out!"
Saying this, he snaps his fingers and the zombie slowly approaches towards you, as the man swiftly drinks what looks like an alchemist extract.
Hasshin: 1d20 + 7 ⇒ (10) + 7 = 17
Jiggo: 1d20 + 2 ⇒ (8) + 2 = 10
Callan: 1d20 + 5 ⇒ (18) + 5 = 23
Amarandlon: 1d20 + 1 ⇒ (9) + 1 = 10
Io: 1d20 + 9 ⇒ (6) + 9 = 15
S: 1d20 + 7 ⇒ (16) + 7 = 23
Mr. Marrow: 1d20 + 0 ⇒ (2) + 0 = 2
The Laboratory - Bold may act! - Map updated
Callan
S
Hasshin, Io, Kradvid, Amarandlon, Jiggo
Mr Marrow
Callan Domhnall
|
"I have something to show you of my own, Mr. Marrow..." the barbarian says as he steps up and swings his great axe...
MW Great Axe melee vs zombie: 1d20 + 2 + 1 + 4 + 1 ⇒ (20) + 2 + 1 + 4 + 1 = 28
Damage?: 1d12 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Critical confirm: 1d20 + 2 + 1 + 4 + 1 ⇒ (1) + 2 + 1 + 4 + 1 = 9 (just a bit outside!)
Additional Damage?: 3d12 + 6 + 1 ⇒ (9, 10, 5) + 6 + 1 = 31
Amarandlon Svethaniel
|
"Ah, it seems that we've found the source of the disturbance--or one of them, at least. Now what are you doing here, you madman? Polluting this place for fun?" Amarandlon demands, eyeing him from the entryway.
Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0
Not so useful (not that I expected it to be). :P
Hasshin Sshok
|
@callan nice reference to the movie^_^ also if it's cool I'll roll me healing with my wand o clw, would have asked jiggo to use mine after the last battle ;_;
clw: 1d8 + 1 ⇒ (8) + 1 = 9
Hay and with that I would be back at full hp
GM Zinou
|
Callan cleaves the zombie in two! Jiggo can guess that it is just a common human zombie.
The man steps aside in surprise and throws a bomb on Callan but seems way too distracted to aim well enough! The bomb lands before Callan on the remains of Mr Marrow and splashes the half-orc. Please make reflex save DC 14.
Seeing what he's done, he snaps his fingers and a zombie breaks a vat and rushes towards Hasshin. He tries to hit him but scratches only his armor.
S vs Callan (T): 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 Seriously? It was a hit on 5+ xD 1d8 ⇒ 1
VZ vs Hasshin (FF): 1d20 + 2 ⇒ (12) + 2 = 14
Ama: You can roll a diplomacy check but you have to wait your turn :) it takes a standard action.
The Laboratory - Round 2 - Fight!
Callan (ref DC 14), Hasshin, Io, Kradvid, Amarandlon, Jiggo
S and VZ
Hasshin Sshok
|
Hasshin enters a dragonic rage and claws at the skeleton twice...
attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d6 + 5 ⇒ (4) + 5 = 9
attack: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d6 + 5 ⇒ (4) + 5 = 9
Callan Domhnall
|
reflex DC: 1d20 + 2 ⇒ (7) + 2 = 9
not so good, me thinks!
He then closes the distance with the bomb throwing alchemist and swings his axe hungrily.
MW Great Axe melee vs S: 1d20 + 2 + 1 + 4 + 1 ⇒ (15) + 2 + 1 + 4 + 1 = 23
Damage?: 1d12 + 6 + 1 ⇒ (8) + 6 + 1 = 15
-Posted with Wayfinder
Jiggo Maelerant
|
Jiggo runs in, realizing he'll have to risk the zombie's ferocity no matter what.
Jiggo provokes an AoO from the zombie.
Jiggo then places his hands upon Callan's axe, causing it to glow gold.
"May those with evil hearts cower beneath your might, Callan!" Jiggo then giggles. "Sorry, I've always wanted to get poetic like that."
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Io Hammerhand
|
Io runs into the room, risking a swipe from the zombie guarding the door, in order to get in a better position to wield his longhammer.
He orders his pet to attack, as well.
MW Dwarven Longhammer (cold iron)(two-handed)(flank): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 182d6 + 3 ⇒ (4, 1) + 3 = 8
handle animal: 1d20 + 9 ⇒ (3) + 9 = 12
bite attack: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 2 ⇒ (4) + 2 = 6
claw attack1: 1d20 + 3 ⇒ (9) + 3 = 121d4 + 1 ⇒ (1) + 1 = 2
claw attack2: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (3) + 1 = 4
Amarandlon Svethaniel
|
Grumbling as he peers over the nagaji's shoulder, Amarandlon conjures another bolt of light and sends it hissing toward the zombie.
Touch attack: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Damage: 1d6 ⇒ 3
I'm assuming the zombie's still up; if it's down, Amarandlon moves into the room and shoots at the wizard. The same attack roll can apply, just not against touch.
Damage for the bow: 1d8 ⇒ 7