Baphos I
|
Baphos looks for the wand in his backpack and take it. movement. "Sukune, use it wisely." Baphos casts guidance on Sukune.
Sukune, you gave me a wand of cure light wounds. Is it 1d8+3 or 1d8+1?
Idril Bladesong
|
Idril moved. Link is here again, as well as above my avatar picture: map
If anyone else has trouble with the link, let me know.
Oh wow, I must have totally missed that. Very sneaky way to seamlessly camouflage the link. Like a boss!
| GM Zoomba |
A wounded Idril slashes at a bandit, but his slash misses the mark. Baphos pulls out a wand and blesses his colleague again.
The bandit Idril attacked attempts to return the favor, barely clanging off of the half-elf's armor, before nimbly retreating into the trees.
grey attack: 1d20 + 4 ⇒ (14) + 4 = 18 for damage: 1d6 + 2 ⇒ (3) + 2 = 5
The yellow bandit reacts similarly, striking at Therin before taking cover in the opposite treebank.
yellow attack: 1d20 + 4 ⇒ (4) + 4 = 8 for damage: 1d6 + 2 ⇒ (5) + 2 = 7
Initiative
Killia
Kalkamedes
Baphos
Idril 8/18 hp
Yellow and Grey bandit, yellow/green bandit -8 hp
Lukaas
Black, blue, and orange bandits
Sukune
Therin
Lukaas Penn
|
Lukaas eagle finally appears, and the bard orders it to attack the closest bandit Yellow bandit.
Beak: 1d20 + 3 ⇒ (19) + 3 = 22 Dmg: 1d4 ⇒ 1
talon: 1d20 + 3 ⇒ (20) + 3 = 23 Dmg: 1d4 ⇒ 1
talon: 1d20 + 3 ⇒ (10) + 3 = 13 Dmg: 1d4 ⇒ 1
talon Crit?: 1d20 + 3 ⇒ (7) + 3 = 10 Dmg: 1d4 ⇒ 2
Meanwhile, Lukaas draws his rapier and start to sing
Inspire courage, +1 hit/dmg
| GM Zoomba |
Lukaas' bardic song can benefit the summons too, so each of those rolls is +1
Lukaa's Eagle finally pops onto the plane. It's first talon thunks off a tree, but the second and it's beak cut into their target, who drops.
Seeing another one of their own drop, one of the bandits near the rear re-loads his sling and launches it at Therin. The other two split off into the woods.
attack: 1d20 + 3 ⇒ (13) + 3 = 16 for damage: 1d4 + 2 ⇒ (3) + 2 = 5
orange stealth: 1d20 + 7 ⇒ (6) + 7 = 13
black stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Killia Per: 1d20 + 5 ⇒ (15) + 5 = 20
Idril Per: 1d20 + 1 ⇒ (20) + 1 = 21
Baphos Per: 1d20 + 1 ⇒ (19) + 1 = 20
Lukaas Per: 1d20 + 1 ⇒ (6) + 1 = 7
Therin Per: 1d20 + 2 ⇒ (20) + 2 = 22
Sukune Per: 1d20 + 5 ⇒ (3) + 5 = 8
Idril and Therin can spot the black bandit to the south, while they, Baphos, and Killia also notice the orange bandit sneaking in the woods to the north.
Initiative
Killia
Kalkamedes
Baphos
Idril 8/18 hp
Grey bandit
Lukaas
Black, blue, and orange bandits
Sukune
Therin
Therin Baldaros
|
Killia! There is a bandit coming towards you...through the brush!
Therin then steps confidently forward and swings his weapon at the (grey) bandit.
Begone with you, scum!
attack: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 211d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
| GM Zoomba |
Theirn leaps forward and get a solid hit on his target, while a succint Sukune rips into the exposed bandit, who drops with a whimper.
Initiative
Killia
Kalkamedes
Baphos
Idril 8/18 hp
Grey bandit -8hp
Lukaas
Black and orange bandits
Sukune
Therin
Killia
|
Killia nods in thanks to Therin before calling back to him.
"Therin there is a bandit just ahead of you in the bush!
Look into the bush and stepping forwards, Killia reloads his musket with another paparr cartridge before sighting down the barrel and shooting the bandit sneaking up on him.
5' step if possible, if not, wont move. Move to reload, standard to fire. I have not accounted for cover.
Musket: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 for damage: 1d12 + 1 ⇒ (9) + 1 = 10
| GM Zoomba |
Killia's shot takes a large bite out of the black bandit moving about through the woods. He grunts, but still remains standing.
Kalkamedes continues moving down the path, halting only when he reaches the end of Sukune's rope. Unfortnuately, his movement draws an attack from a pleasently surprised bandit.
attack of opportunity: 1d20 + 4 ⇒ (12) + 4 = 16 for damage: 1d6 + 2 ⇒ (3) + 2 = 5
Initiative
Killia
Kalkamedes -5hp
Baphos
Idril 8/18 hp
Grey bandit -8hp
Lukaas
Black and orange bandits
Sukune
Therin
Baphos I
|
Baphos moves next to Idril and using the wand casts cure light wound on Idril. "Idril, I hope this help you. I need keep moving forward to stabilize to Kalkamedes."
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Second use of the wand
| GM Zoomba |
I am going to delay Idril for now to keep things moving. He can jump back in at any time.
Baphos heals the half-elf, who cautiously weighs his options. Nearby, the grey bandit strikes once more at Therin - which thuds off of his armor - before nimbly moving through the trees to the north.
Attack: 1d20 + 4 ⇒ (11) + 4 = 15 for damage: 1d6 + 2 ⇒ (4) + 2 = 6
Initiative
Killia
Kalkamedes -5hp
Baphos
Idril 10/18 hp
Grey bandit -8hp
Lukaas
Black and orange bandits
Sukune
Therin
Lukaas Penn
|
Lukaas continues to sing, while his eagle strikes
Inspire,+1 hit/dmg for everyone.Eagle attacks the bandit nearest to Kalkamedes
Beak: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Talon: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Talon: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17dmg: 1d4 + 1 ⇒ (4) + 1 = 5
| GM Zoomba |
Idril swings at the repositioning bandit but misses, his swing impeded by the vegetation around him. Lukaas's eagle has better luck, continuing to make the most of its time on the plane by snaking both talon around a branch to claw deeply into its target.
Frustrated, the Orange bandit swings his weapon back at the otherwordly eagle., while the black bandit makes his way through the brush to attack Killia.
attack on eagle: 1d20 + 4 ⇒ (13) + 4 = 17 for damage: 1d6 + 2 ⇒ (4) + 2 = 6
attack on Killia: 1d20 + 4 ⇒ (12) + 4 = 16 for damage: 1d6 + 2 ⇒ (5) + 2 = 7
Initiative
Killia
Kalkamedes -5hp
Baphos
Idril 10/18 hp
Grey bandit -8hp
Lukaas, Eagle -6hp
Black and orange bandits, orange bandit -10hp
Sukune
Therin
Killia
|
Nimbly avoiding the bandits swing, Killia disentangles himself from the bandits attempt at melee and steps backwards, swiftly loading a third paper cartridge and aiming the rifle a few feet from the bandits face and squeezing the trigger.
touch attack, pbs, inspire: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10 for damage: 1d12 + 1 + 1 ⇒ (12) + 1 + 1 = 14
reroll to avoid misfire
touch attack, pbs, inspire: 1d20 + 6 + 1 + 1 + 1 ⇒ (20) + 6 + 1 + 1 + 1 = 29 for damage: 1d12 + 1 + 1 ⇒ (8) + 1 + 1 = 10
touch attack, pbs, inspire, crit confirm: 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14 for Extra damage: 3d12 + 3 + 2 ⇒ (9, 8, 3) + 3 + 2 = 25
| GM Zoomba |
Therin’s charging lunge manages to catch his target square in the chest. He lets out a cry of surprise, then falls bleeding on top of a bush. His partner across the path doesn’t even have that much time to react, as a perfectly lined-up shot from Killia obliterates him.
Suddenly alone, the remaining bandit drops his sack and weapons and begins trying to flee into the woods. ”Cor, no score’s worth this!”
COMBAT OVER! You may pursue the last bandit if you’d like, or let him go. Up to you.
As you catch your breath, adrenaline wearing off, Kalkamedes continues ambling on his slow and steady way down the trail to the northwest. Gamin speaks out with a distinctly ‘harrumph’-like tone. ”Thus always to bandits eh? Vulturous ruffians preying on the unaware and peaceful travelers. You certainly gave them a bit more than they expected!”
Therin Baldaros
|
Let him go I say...we should not press our luck. Maybe he left us a keepsake? Therin says as he grabs the pack. He looks about as he sees the wound on Kalkamedes.
Hold for ma moment...I must take care of this immediately.
Therin holds up his holy symbol and begins an incantation.
Blessed Lady of the Light, please grace this man with your warm embrace.
cast CLW
CLW: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Killia
|
I feel sorry for the bandit..
Killia looks on at the sack of meat that used to be a man with disinterest, cleaning the gore from his rifle with practiced ease,the scavenger takes a moment to divulge the man of anything of use before he steps out of the bushes without a care for the blood covering him from the-point blank shot.
"Don't worry, it isn't mine"
He waves away any assistance and darts off once more taking up the advanced scout position.
Baphos I
|
Baphos using one more time the wand casts cure light wounds on Idril. "I hope this is suffice."
Cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Third use of the wand
"Ok, now let´s keep moving forward."
| GM Zoomba |
After casting his blessing Therin looks through the dropped pack, as well as scanning the other dropped men. Unfortunately it becomes clear that these robbers weren't just stealing for the fun of it: they each wear padded armor and have maces, sickles and slings, but no equipment of any particular worth.
Once Idril is healed and Kalkamedes re-wrangled, the party continues to follow him on his unending trek. The night is beginning to shift closer and closer to the morning as you travel, but cresting a hill further on you turn in surprise to see...something.
The light of the sinking moon washes the sub-alpine valley ahead in silvery light. Sitting nestled among the low trees is a squat, stone bunker crafted of dark rock, its domed roof barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon's light again illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building.
As Kalkamedes pulls you towards the strange edifice, you recognize the structure: it looks eerily like the charcoal drawing you found in the Pathfinder's home.
Idril Bladesong
|
Idirl exhales as Baphos' divine magic heals his not so insignificant wounds. He offer the halfling a smile. "Thank you Baphos. Seems I still have much to learn with the blade, though I feel I shall be aided in that regard rather soon." Idril's face screws up and he abruptly stops speaking about his blade skills.
He follows the group and the sleepwalker as the come upon the bunker. Idril removes the drawing recovered from the fire and holds it up to the structure before him. "I am no investigator, but I rather believe this is significant." He holds the drawing out so others are able to see it.
Therin Baldaros
|
Aye, it looks as though this place is drawing Kalkamedes to it...onwards we go! We must hasten or lose this place until tomorrow night....
Therin walks close to Kalkamedes and Sukune when the party heads out.
Killia
|
Keeping just ahead of the retired Pathfinder sleepwalking his way to doom or destiny, only the chronicles could know which, Killia seemed thoroughly unfazed by the smooth dark wall ahead and the single opening. Stopping to allow the others to catch up, the gore drenched scout looks at the drawing and nods his assent.
"Let us get this done then, who has a light source? Inhave torches but careying one is not a great idea"
Therin Baldaros
|
I can take care of that...
Therin touches his shield and says an incantation.
Glorious Sarenrae, let your light lead us through the darkness...
casting Light on my buckler, and if anyone else wants it, i can do that too...
Lukaas Penn
|
That's a nice view under the moonlight, for sure. as for some lights, I can conjure some too.
With a few notes from his lute, Lukaas spell calls to life a few lights that dances under the moon
Cast Dancing Lights
| GM Zoomba |
With a few quick words some more light flashes into existence from Therin and Lukaas. As the party cautiously approaches the opening, they see the passage inside is framed by a ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings. Beyond it is a corridor built out of cut stone blocks. Snaking up and down each side of the arch is weathered script in a strange language.
”But, this is impossible.” Gamin says,, confused. ”Kalkamedes and I have been in this valley before. Many times. Something like this isn’t just ‘overlooked!’”
Therin Baldaros
|
Perhaps it is only visible in the direct moonlight, Gamin. It flickered as a moon cut into the moon's rays. Most odd...and these symbols...I have never seen them before.
Therin takes the sketch and draws the symbol on the back.
Perhaps someone might know what this means back at Kalkamedes' house.
linquistics, untrained: 1d20 + 1 ⇒ (16) + 1 = 17 +1 from guidance I will cast on myself
will cast guidance on anyone who wants to try, as well as I will try to aid
aid: 1d20 + 1 ⇒ (3) + 1 = 4
Lukaas Penn
|
Lukaas looks first for any possible recent traces on the ground, then reads the ancient markings
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Linguistics: 1d20 + 6 ⇒ (20) + 6 = 26
Eat... at ..Joe's? That's ..odd. I ate once at Joe's and it wasn't that good.
Bluff: 1d20 + 9 ⇒ (11) + 9 = 20
The bard looks totally baffled.
The trip was so boring and uneventful so far.Thought we could at least have a laugh. It really means “Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth.”, as you have certainly understood yourself
Killia
|
sense motive: 1d20 + 2 ⇒ (15) + 2 = 17 -5 to bluff as the lie is at least unlikely if not far fetched?
linguistics: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Killia looks doubtfully at the odd bard and shakes his head, keeping his rfle trained on the entrance to the cave. Reading the runes for himself he scoffs at Lukaas' downright lie.
"This place is connected to the Runelord of Sloth, it is the Black edifice the locus of thrallkeepers."
Baphos I
|
"Ok. these marks are strange and are related to the Ronelord of Sloth. Killia, can you tell me more about the Runelord of Sloth?" Baphos stares at the symbols and the stone archway trying to remember about learned things in the past.
Knowledge Planes: 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge Dungeoneering: 1d20 + 2 ⇒ (12) + 2 = 14
I don´t know if this would help, but...
| GM Zoomba |
Linguistics is trained-only I'm afraid, but at least a few of you can and did make the check, so that's good :)
Moving down the corrodor, dark except for the magical light you bring with you, the hall eventually turns to the right, where a set of steep stairs lead into a wider room. The only other visible entrance to this chamber is sealed on the Eastern wall by a massive set of iron double doors that rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue's round base, and dried leaves, dirt, and small animal bones are scattered about the room.
Kalkamedes continues forward, beginning to move towards the raised dais.
A new map/slide has been added here. Don't worry too much about exactly where you are moving here, but let me know in general where you are going if you want to move around (go on the dias, examine the door, look at the statue, etc)
| GM Zoomba |
In the absence of any knowledge that you can't take 20 on Linguistics, sure. It will take you a few rounds to be sure with that method though, so the other players/Kalakmedes may act a bit first.
Baphos mutters a scanning cantrip and detects that the golden wand in the statue's hand detects as magical.
Baphos Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
It appears to be a wand of Ray of Enfeeblement.
Baphos I
|
"Fellows, there is magic in here. Probably, we will find necromancy in here. That wand has necromantic magic. Unfortunately, I can´t use it, but this spell is quite useful."
| GM Zoomba |
Idril cautiously creeps forward along the floor and looks around. He doesn't notice any other creatures or traps in sight, but remains on his guard.
Kalkamedes shuffles forward in his slumber and climbs up onto the dias. Slight above you, he shuffles towards the giant closed door. You notice his posture slumps a bit, and his movements appear slower and more labored.
Lukaas also finishes his deciphering at about this time. As best he can surmise, the Runes along the statue's base read: "Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths."
Killia
|
Killia frowns at the now sagging Kalkemedes and looks towards Baphos who announced the necromantic property of the wand. Unslinging his rifle and keeping it ready he turns to the Gnome.
"So, what does it do exactly? And why is Kalkemedes so sluggish?"
He begins looking around for a trap.
perception: 1d20 + 6 ⇒ (7) + 6 = 13
Therin Baldaros
|
I wonder if he somehow senses this is where he was wandering to...we must be wary though. I feel we have more challenges ahead of us this night.
Therin then walks over to Kalkamedes and checks him out.
heal: 1d20 + 7 ⇒ (11) + 7 = 18
| GM Zoomba |
Therin moves up next to Kalkamedes. The moment he climbs onto the dias, the cleric feels weaker, as if some of his muscles had been sapped away. You feel the weight of your armor and supplies weigh upon you. Therin is currently encumbered with a Medium load.
Looking at Kalkamedes up close, Therin can tell the sleeper seems to be suffering similar effects. The snoring man reaches the door and begins trying to shove it open, with little success.
Killia looks around the room nervously, but he too doesn't see any overt danger.
Killia
|
"Then mayhaps that is causing our comrades current predicament?"
Steeping to the statue, Killia begins to examine it, wondering if there is a way to remove the wand from the grasp, if it is as simple as snatchingnit from the hand he will do so.