GM Decimus |
This large cavern seems to have been dedicated to the ideals of water and earth. A set of rough natural stairs leads down from the main passage into this natural chamber. Holes piercing the walls of the cave allow rivulets of water to filter into this room, flooding the floor. Several flat-topped stones project above the water, which is 15 feet deep but calm.
DC 12 Athletics check to Swim through the water. DC 10 Athletics check to Climb onto one of the rocky outcroppings from the water. Each outcropping rises just 1 foot above the water’s surface, or 5 feet for the stones in the northeastern chamber; a creature in the water can Take Cover behind these larger stones.
What next?
GM Decimus |
@Scipio: Good reminder!
Scipio: 1d20 + 9 ⇒ (8) + 9 = 17
Samar: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Neshim: 1d20 + 5 ⇒ (15) + 5 = 20
Scipio and Neshim believe they can spy unnaturally swirling water to the northwest.
Samar notes this also, and realises the rubble to the northeast conceals a lurking creature.
Neither of these have reacted - yet.
Meloriel's Pregen |
"Yup, I see one. Over there. See?"
Samar holds her bow ready. "Ready?" she asks Neshim and Scipio.
She's ready to attack.
Meloriel's Pregen |
How long did that heroism last, btw? It's done now?
When everyone's ready Samar selects either the creature hiding in the rubble or the weird swirling water -- whichever she thinks she has a better view of -- as her 'hunt target,' then fires two arrows at it.
Ranged Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Piercing Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Ranged Attack: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8
GM Decimus |
Samar notes that the stony creature to the northeast is a slightly easier target and launches arrows against it.
Neshim whistles, and fires his own arrows at the same creature. though to less effect.
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (11) + 7 + 1 - 5 = 14
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Samar Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Scipio Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Neshim Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Lesser Water Elemental Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Minor Earth Elemental Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Scipio up, then elementals and Neshim
Initiative
Scipio
Minor Earth Elemental
Neshim
Lesser Water Elemental
Scipio
Samar
Brother Scipio |
What are their ACs?
@Samar it lasts ten minutes so should still be going
Scipio tries to help put down the water elemental before it can do any harm to them.
Actions: Shoot, Load, Shoot
Crossbow Vs Water Elemental: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Crossbow Vs Water Elemental: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
GM Decimus |
@Scipio: Certainly!
Minor Earth Elemental: AC 19, TAC 15
Lesser Water Elemental: AC 20, TAC 20
As Samar's arrows strike it, the earth elemental, in the vague shape of a rocky mastiff suddenly crumples into the rubble it was hiding in.
Crumble: Trigger The elemental takes damage from a hostile source
while atop rock or earth.
Effect The elemental crumbles into the ground, burrowing down 5 feet. This burrowing does not trigger reactions. The elemental can’t use this reaction if it emerged from the ground earlier this round.
And then, there is a sense of movement from that direction.
Samar: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Scipio: 1d20 + 9 ⇒ (20) + 9 = 29
Neshim: 1d20 + 5 ⇒ (19) + 5 = 24
Which the group all realise comes through the stone at the bottom of the water - and is now behind and below them. The elemental is in the wall!
Earth Glide (20ft) x 3
Neshim takes the opportunity to shoot at the watery foe!
Inspire courage, shoot x 2
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (19) + 7 + 1 - 5 = 22
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
The water elemental coalesces into a watery fish, and disturbs the water around it.
Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.
And then it rushes through the water, and a series of waves blast out towards Scipio!
Swim 65ft, Wave x 2 vs Scipio
Wave: 1d20 + 13 ⇒ (16) + 13 = 29
Damage, B: 2d8 + 6 ⇒ (7, 7) + 6 = 20
Push 5ft
Wave: 1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 21
Damage, B: 2d8 + 6 ⇒ (3, 3) + 6 = 12
Push 5ft
Initiative
Scipio -20
Samar
Minor Earth Elemental -7
Neshim
Lesser Water Elemental -14
Meloriel's Pregen |
Pretty sure shooting her arrows at a wall is a dumb idea, Samar cusses, focuses her attention on the swirling water (hunt target), and fires a pair of arrows at it.
Ranged Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ranged Attack: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Piercing Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Brother Scipio |
Scipio tries to quickly tend to his wounds before loading his crossbow and firing once more at the water elemental.
Battle Medic on Self: 1d20 + 10 ⇒ (8) + 10 = 18
Crossbow Vs Water Elemental: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
GM Decimus |
Minor Earth Elemental: AC 19, TAC 15
Lesser Water Elemental: AC 20, TAC 20
The stony mastiff charges out of the wall, occupying the entrance, and tears at Neshim!
Earth Glide (20ft), fist x 2 vs Neshim
Fist: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Fist: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Neshim whistles as he walks backwards, towards the water!
Inspire courage, step x 2 north
The water elemental continues to smack, this time striking at the gnome.
Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.
Wave x 3 vs Neshim
Wave: 1d20 + 13 ⇒ (7) + 13 = 20
Damage, B: 2d8 + 6 ⇒ (5, 8) + 6 = 19
Push 5ft
Wave: 1d20 + 13 - 5 ⇒ (2) + 13 - 5 = 10
Damage, B: 2d8 + 6 ⇒ (2, 7) + 6 = 15
Push 5ft
Wave: 1d20 + 13 - 10 ⇒ (15) + 13 - 10 = 18
Damage, B: 2d8 + 6 ⇒ (2, 2) + 6 = 10
Push 5ft
Initiative
Scipio -20 ???
Samar
Minor Earth Elemental -7
Neshim -19
Lesser Water Elemental -24
Meloriel's Pregen |
With a dog behind her and a water beast ahead, Samar curses and drops her bow. She pulls out a hatchet and swings it at the stone dog, then does the same with a second hatchet! Finally, she swings both hatchets at the earth dog. Quick draw, quick draw, twin takedown.
Quick Draw Attack 1: 1d20 + 11 + 1 + 1 ⇒ (10) + 11 + 1 + 1 = 23
Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Quick Draw Attack 2: 1d20 + 11 + 1 + 1 - 4 ⇒ (4) + 11 + 1 + 1 - 4 = 13
Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Twin Takedown Attack 3: 1d20 + 11 + 1 + 1 - 8 ⇒ (4) + 11 + 1 + 1 - 8 = 9
Slashing Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Twin Takedown Attack 4: 1d20 + 11 + 1 + 1 - 8 ⇒ (6) + 11 + 1 + 1 - 8 = 11
Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Brother Scipio |
Scipio patches up Neshim a little before firing off another shot that goes just a little wide against the water elemental since he can not see the earth elemental.
Battle Medic on Neshim: 1d20 + 9 ⇒ (15) + 9 = 24
Healing for Neshim: 1d10 + 5 ⇒ (7) + 5 = 12
Crossbow Vs Water Elemental: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Battle Medic, Load, Strike
GM Decimus |
Minor Earth Elemental: AC 19, TAC 15
Lesser Water Elemental: AC 20, TAC 20
The stone mastiff is eager to smash down Samar and swings wildly!
Fist: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Fist: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Fist: 1d20 + 8 - 10 ⇒ (18) + 8 - 10 = 16
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Neshim whistles as he shoots at the water-formed fish!
Inspire courage, shoot x 2
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (17) + 7 + 1 - 5 = 20
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
The water elemental continues to lash out at the gnome, striking him down!
Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.
Wave: 1d20 + 13 ⇒ (18) + 13 = 31
Damage, B: 2d8 + 6 ⇒ (8, 5) + 6 = 19
Push 5ft
Wave: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26
Damage, B: 2d8 + 6 ⇒ (7, 4) + 6 = 17
Push 5ft
Wave: 1d20 + 13 - 10 ⇒ (9) + 13 - 10 = 12
Damage, B: 2d8 + 6 ⇒ (6, 8) + 6 = 20
Push 5ft
Initiative
Scipio -20
Samar
Minor Earth Elemental -14
Neshim DOWN
Lesser Water Elemental -30
Brother Scipio |
Scipio focused on healing Neshim.
Heal 2nd Level. Healers Blessing. Healing Hands: 4d8 + 5 + 8 ⇒ (8, 4, 2, 4) + 5 + 8 = 31
2 Actions on the heal due to healing hands Heal and Reload
Meloriel's Pregen |
Samar whips her hatchets around in a wild flurry at the earth elemental.
Twin Takedown 1: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Twin Takedown 2: 1d20 + 11 + 1 - 3 ⇒ (14) + 11 + 1 - 3 = 23
Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Strike 3: 1d20 + 11 + 1 - 6 ⇒ (13) + 11 + 1 - 6 = 19
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Strike 3: 1d20 + 11 + 1 - 6 ⇒ (17) + 11 + 1 - 6 = 23
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
GM Decimus |
Minor Earth Elemental: AC 19, TAC 15
Lesser Water Elemental: AC 20, TAC 20
The stone mastiff crumbles to pieces under Samar's assault.
Neshim wakes, whistles, stands, and shoots!
Inspire courage, stand, shoot
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
The water elemental turns its attention back to Scipio.
Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.
Wave: 1d20 + 13 ⇒ (5) + 13 = 18
Damage, B: 2d8 + 6 ⇒ (8, 1) + 6 = 15
Push 5ft
Wave: 1d20 + 13 - 5 ⇒ (9) + 13 - 5 = 17
Damage, B: 2d8 + 6 ⇒ (8, 6) + 6 = 20
Push 5ft
Wave: 1d20 + 13 - 10 ⇒ (16) + 13 - 10 = 19
Damage, B: 2d8 + 6 ⇒ (1, 1) + 6 = 8
Push 5ft
Initiative
Scipio -20
Samar
Minor Earth Elemental -41 - DEAD
Neshim -17
Lesser Water Elemental -30
Meloriel's Pregen |
Samar takes a step up to the water's edge, focuses her attention on the water elemental, and swings her hatchets at it. Move, Hunt Target, Twin Takedown.
Twin Takedown 1: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Twin Takedown 2: 1d20 + 11 + 1 + 1 - 3 ⇒ (9) + 11 + 1 + 1 - 3 = 19
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Brother Scipio |
Scipio fires his crossbow... dismaying as the bolt goes wide before reloading the crossbow and starts channeling Saranrae's healing light.
Crossbow Vs Water Elemental: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Strike, Reload, Healing hands feat for spell next round
GM Decimus |
Lesser Water Elemental: AC 20, TAC 20
Neshim keeps whistling, and keeps shooting. His first shot and Samar's first strike are successful.
Inspire courage, shoot x 2
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
The water elemental keeps striking at Scipio, eager to put him down and stop his healing - though to little avail.
Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.
Wave: 1d20 + 13 ⇒ (4) + 13 = 17
Damage, B: 2d8 + 6 ⇒ (1, 1) + 6 = 8
Push 5ft
Wave: 1d20 + 13 - 5 ⇒ (9) + 13 - 5 = 17
Damage, B: 2d8 + 6 ⇒ (8, 5) + 6 = 19
Push 5ft
Wave: 1d20 + 13 - 10 ⇒ (17) + 13 - 10 = 20
Damage, B: 2d8 + 6 ⇒ (7, 4) + 6 = 17
Push 5ft
Initiative
Scipio -20
Samar
Neshim -17
Lesser Water Elemental -40
Meloriel's Pregen |
Samar unleashes a flurry of wild hatchet wings at the water elemental. Twin Takedown, strike, strike.
Twin Takedown 1: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Twin Takedown 2: 1d20 + 11 + 1 + 1 - 3 ⇒ (1) + 11 + 1 + 1 - 3 = 11
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Strike 3: 1d20 + 11 + 1 + 1 - 6 ⇒ (13) + 11 + 1 + 1 - 6 = 20
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
Strike 4: 1d20 + 11 + 1 + 1 - 6 ⇒ (19) + 11 + 1 + 1 - 6 = 26
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Brother Scipio |
Scipio releases a wave of positive energy that mends some of the wounds of he and Neshim.
Heal for everyone but the elemental: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9 This may seem lower than normal, because it's awkwardly written and far less effective at the three action version than I had believed!
GM Decimus |
Lesser Water Elemental: AC 20, TAC 20
Samar's blows tear watery shreds from the elemental and Neshim lands another arrow in its form.
Inspire courage, shoot x 2
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
The water elemental slams Scipio, smashing him hard!
Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.
Wave: 1d20 + 13 ⇒ (19) + 13 = 32
Damage, B: 2d8 + 6 ⇒ (5, 5) + 6 = 16
Push 5ft
Wave: 1d20 + 13 - 5 ⇒ (8) + 13 - 5 = 16
Damage, B: 2d8 + 6 ⇒ (4, 5) + 6 = 15
Push 5ft
Wave: 1d20 + 13 - 10 ⇒ (19) + 13 - 10 = 22
Damage, B: 2d8 + 6 ⇒ (4, 7) + 6 = 17
Push 5ft
19 damage
Initiative
Scipio -30
Samar
Neshim -8
Lesser Water Elemental -66
Meloriel's Pregen |
Samar presses the attack! (Twin Takedown, strike, strike.)
Twin Takedown 1: 1d20 + 11 + 1 + 1 ⇒ (2) + 11 + 1 + 1 = 15
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12
Twin Takedown 2: 1d20 + 11 + 1 + 1 - 3 ⇒ (7) + 11 + 1 + 1 - 3 = 17
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7
Strike 3: 1d20 + 11 + 1 + 1 - 6 ⇒ (6) + 11 + 1 + 1 - 6 = 13
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Strike 4: 1d20 + 11 + 1 + 1 - 6 ⇒ (8) + 11 + 1 + 1 - 6 = 15
Slashing Damage: 1d6 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12
Brother Scipio |
Scipio's next bolt is better placed, landing on the swirling elemental. He then asks for Saranrae's aid while the elemental focuses on him.
Crossbow Vs Water Elemental: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Heal+Healers Hands: 3d8 + 5 + 6 ⇒ (8, 1, 7) + 5 + 6 = 27
Two actions to heal, one to strike
GM Decimus |
Lesser Water Elemental: AC 20, TAC 20
Scipio and Neshim focus their fire, and the fish form dissipates!
Inspire courage, shoot x 2
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (18) + 7 + 1 - 5 = 21
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
All that remains of the pair of threats is a stony gem in a heap of rubble, and a shimmering gem drifting to the bottom of the water.
Victory! What's next?
Scipio -3
Samar
Neshim -8
Brother Scipio |
Gathering up the gems Scipio shrugs "These might help us figure out more of the puzzle back there. It wasn't easy but facing the elementals off rested worked out a lot better today, the same might be true for the puzzle."
Meloriel's Pregen |
"Fine," Samar remarks as she gathers up her gear. "Let's check out this puzzle, then."
GM Decimus |
C4
Returning to the chamber of planar alignment, it rapidly becomes obvious that the four elemental gems would fit neatly into slots in the appropriate faceted indentations.
The magical traditions and equations spelled out by the runes on each elemental emblem can be deciphered with some difficulty; a PC who
succeeds at a DC 25 Arcana, Nature, Occultism, or Religion check can decipher the equations on a single emblem. Placing an elemental gem of the same elemental theme as the emblem in the faceted indentation causes several of the runes to pulse and glow while the others fade from view—this reduces the DC of the skill check to 20.
Brother Scipio |
Having already identified the one associated with fire Scipio places the elemental gem into it and watches the runes glow. "Now we just have three more..."
Scipio tries to find a match for the water elemental gem and smiles "I knew we had to be missing something! Next air."
Religion: 1d20 + 9 ⇒ (19) + 9 = 28
He spends a few minutes trying to figure it out. I'll come back to this one..." Several minutes later he sighs "I can't figure this out, they're so damn finicky."
Religion: 1d20 + 9 ⇒ (1) + 9 = 10
Religion: 1d20 + 9 ⇒ (7) + 9 = 16
GM Decimus |
Neshim flexes his fingers, and gets to work.
Bardic Lore +5 substitutes for any missing knowledge skills
Arcana on Air: 1d20 + 5 ⇒ (7) + 5 = 12
Arcana on Earth: 1d20 + 5 ⇒ (19) + 5 = 24
Nature on Air: 1d20 + 5 ⇒ (4) + 5 = 9
Nature on Earth: 1d20 + 5 ⇒ (20) + 5 = 25
Occultism on Air: 1d20 + 5 ⇒ (2) + 5 = 7
Occultism on Earth: 1d20 + 5 ⇒ (4) + 5 = 9
Religion on Air: 1d20 + 5 ⇒ (13) + 5 = 18
Religion on Earth: 1d20 + 5 ⇒ (20) + 5 = 25
Loremaster's Recall on Arcana on Air: 1d20 + 5 ⇒ (7) + 5 = 12
Loremaster's Recall on Nature on Air: 1d20 + 5 ⇒ (16) + 5 = 21
He grins:
"I understand them both, as I knew I surely would with the gems to hand!"
The gnome fiddles with the emblems, selecting the correct components of each equation by touching them in the correct order, causing them to shimmer and glow. Each ring rotates counterclockwise so that the elemental emblem lines up between the stone door and the central dais. Once all four are in a line, you all see the double doors behind you to the west grind open.
C5 is now accessible
GM Decimus |
The trio advance to the west. They stand before the doors from which the dust of years still falls from.
Glowing hieroglyphs shimmer on the walls of this oddly shaped room. Now and then, one of the hieroglyphs shimmers and changes, or it even vanishes altogether, while new glowing glyphs manifest elsewhere where none were previously. Slowly rotating circular diagrams are interspersed with these glowing runes.
Along the walls lean the rigid, immobile shapes of several mummified human bodies, the mechanism by which the dead remain upright not immediately apparent. Portions of the room appear unfinished, with building materials still cluttering the corners. Another body floats limply near the ceiling of the far room, wearing a metal mask over its face. It doesn’t look mummified like the others, and its long hair dangles limply.
Scipio: 1d20 + 9 ⇒ (14) + 9 = 23
Samar: 1d20 + 7 ⇒ (16) + 7 = 23
Neshim: 1d20 + 5 ⇒ (6) + 5 = 11
Neshim is distracted by the odd sights, taking notes briefly. Samar recognises that there is a pattern to the changing hieroglyphics, while Scipio realises that the numbers on the wall in fact represent a single enormous number that appears to be in the process of counting down. Unfortunately, damage to the wall combined with the room’s incomplete nature means the countdown wall is somewhat faulty, and thus it’s frustratingly impossible to determine when the countdown began or what and when it’s counting down to.
Entering, the trio can immediately see that not all of the mummified figures held rigid against the walls are truly dead. Four of them—one in each corner of the room — lurch to dusty “life”, malice clear in their movements.
Scipio: 1d20 + 9 ⇒ (20) + 9 = 29
Samar: 1d20 + 7 ⇒ (11) + 7 = 18
Neshim: 1d20 + 5 ⇒ (13) + 5 = 18
Mummies?: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative
Scipio
Mummies?
Samar
Neshim
Scipio up!
Brother Scipio |
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Scipio wastes no time unloading a bolt into one of the stirring undead. His hand then darted out onto Samar's shoulder wasting no time. "Saranrae guide this woman in this dark place."
Crossbow Vs Red Mummy: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 ⇒ 4
Heroism on Samar
You tap the target’s inner heroism, granting it a +1 conditional bonus to attack rolls, Perception checks, saving throws, and skill checks.
GM Decimus |
Mummy Guards: AC 16, TAC 13
Scipio's bolt tears through linen, and the tomb guardian retains enough of a sense of vengeance to lunge towards the monk! The others follow suit, though they lack the foresight to realise that they approach a choke point.
The mummy guards move forward. Red and cyan are the only ones with reach to attack this turn. -2 Int scores and all that.
Red Fist vs Scipio: 1d20 + 8 ⇒ (11) + 8 = 19
Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10
Red Fist vs Scipio: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13
Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9
Blue Fist vs Samar: 1d20 + 8 ⇒ (17) + 8 = 25
Damage, B: 1d8 + 4 ⇒ (8) + 4 = 12
Blue Fist vs Samar: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Damage, B: 1d8 + 4 ⇒ (4) + 4 = 8
While Scipio's foe fails to land a blow, Samar's is more fortunate and begins to pummel her! The doughty warrior avoids contracting the foul disease associated with these creatures.
20 damage to Samar
Lesser Mummy Rot (curse, disease, divine, necromancy) This is both a curse and a disease. The disease can’t be healed until the curse is first counteracted. Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 minute); Stage 2 –1 conditional penalty to Charisma-based checks and DCs (1 day).
Fort Save to avoid disease DC 16: 1d20 + 10 ⇒ (18) + 10 = 28
Fort Save to avoid disease DC 16: 1d20 + 10 ⇒ (6) + 10 = 16
From behind his companions, Neshim begins his battle whistling - and arrow launching.
Inspire courage, shoot x 2
Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 - 5 ⇒ (2) + 7 + 1 - 5 = 5
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Initiative
Neshim
Samar -20
Scipio
Mummy Guards: Red -12, Cyan 0, Lime 0, Yellow 0
Meloriel's Pregen |
"Gah!" Samar shouts as the nasty corpse gnaws on her. Focusing her attention on its movements (hunt target) she lunges forward, swinging both hatchets (twin takedown), then adopts a defensive stance (twin parry).
Twin Takedown 1: 1d20 + 11 ⇒ (18) + 11 = 29
Slashing Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Twin Takedown 2: 1d20 + 11 - 3 ⇒ (1) + 11 - 3 = 9
Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
For the purposes of resistances and such that counts as a single strike.
And she gets +2 AC until the start of her next turn, making her AC 23.
GM Decimus |
Mummy Guards: AC 16, TAC 13
Scipio's blast of energy knits flesh back together - and scours undead hides!
I'm not clear on what the Fort DC is for undead to resist Heal. I suspect that it's higher than 13.
Fort Red: 1d20 + 4 ⇒ (7) + 4 = 11
Fort Cyan: 1d20 + 4 ⇒ (7) + 4 = 11
Fort Lime: 1d20 + 4 ⇒ (5) + 4 = 9
Fort Yellow: 1d20 + 4 ⇒ (9) + 4 = 13
The mummy guards move forward. Red and cyan are the only ones with reach to attack this turn. -2 Int scores and all that.
Red Fist vs Scipio: 1d20 + 8 ⇒ (6) + 8 = 14
Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10
Red Fist vs Scipio: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4
Damage, B: 1d8 + 4 ⇒ (2) + 4 = 6
Blue Fist vs Samar: 1d20 + 8 ⇒ (9) + 8 = 17
Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10
Blue Fist vs Samar: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Damage, B: 1d8 + 4 ⇒ (8) + 4 = 12
The ravaged frontline of the undead guardians flail at the living but do not land any blows.
No damage to PCs
From behind his companions, Neshim begins his battle whistling - and arrow launching.
Inspire courage, shoot x 2
Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Longbow, Inspire Courage vs Red: 1d20 + 7 + 1 - 5 ⇒ (10) + 7 + 1 - 5 = 13
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Initiative
Samar
Scipio -10
Mummy Guards: Red -27, Cyan -20, Lime -10, Yellow -10
Neshim
Brother Scipio |
Scipio draws his scimitar and casts another blessing on Samar to help her ward off the attacks of the undead.
Buffs on Samar
Heroism: You tap the target’s inner heroism, granting it a +1 conditional bonus to attack rolls, Perception checks, saving throws, and skill checks.
Forbidding Ward: You ward your ally against the attacks and hostile spells of the target enemy. The target ally gains a +1 conditional bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.-Blue
GM Decimus |
Mummy Guards: AC 16, TAC 13
Samar reweaves her web of steel - to harmful effect.
Hunt target - blue, twin takedown, twin parry
Twin Takedown 1: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Twin Takedown 2: 1d20 + 11 + 1 - 3 ⇒ (15) + 11 + 1 - 3 = 24
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
The mummies strike back but again fail to connect.
Red Fist vs Scipio: 1d20 + 8 ⇒ (15) + 8 = 23
Damage, B: 1d8 + 4 ⇒ (3) + 4 = 7
Red Fist vs Scipio: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11
Damage, B: 1d8 + 4 ⇒ (1) + 4 = 5
Blue Fist vs Samar: 1d20 + 8 ⇒ (8) + 8 = 16
Damage, B: 1d8 + 4 ⇒ (4) + 4 = 8
Blue Fist vs Samar: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
Damage, B: 1d8 + 4 ⇒ (3) + 4 = 7
No damage to PCs
Neshim decides to strike at Samar's foe this time!
Inspire courage, shoot x 2
Longbow, Inspire Courage vs Blue: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Longbow, Inspire Courage vs Blue: 1d20 + 7 + 1 - 5 ⇒ (19) + 7 + 1 - 5 = 22
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Initiative
Samar -10
Scipio
Mummy Guards: Red -22, Blue -34, Lime -10, Yellow -10
Neshim
Brother Scipio |
Scipio swings his scimitar in a sweeping arc slashing at both the undead before them. "We just need to hold here and wear them down... I can unleash more positive energy if they get past our guard."
Scimitar Vs Blue: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d6 + 1 + 1 ⇒ (4, 6) + 1 + 1 = 12
Scimitar Vs Red: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 2d6 + 1 + 1 ⇒ (3, 3) + 1 + 1 = 8
Scimitar Vs Blue: 1d20 - 2 ⇒ (12) - 2 = 10
GM Decimus |
Mummy Guards: AC 16, TAC 13
Scipio's scimitar finishes off a blue mummy and leaves the other wounded. Then Samar focuses on the remaining mummy adjacent to their position - slaying it outright!
Hunt target - blue, twin takedown, twin parry
Twin Takedown 1: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Twin Takedown 2: 1d20 + 11 + 1 - 3 ⇒ (13) + 11 + 1 - 3 = 22
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Blue and red mummies are down!
The remaining pair of mummies stagger over their fallen comrades to strike at the living!
Lime steps up to Scipio
Lime Fist vs Scipio: 1d20 + 8 ⇒ (7) + 8 = 15
Damage, B: 1d8 + 4 ⇒ (1) + 4 = 5
Lime Fist vs Scipio: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15
Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10
Yellow steps up to Samar
Yellow Fist vs Samar: 1d20 + 8 ⇒ (5) + 8 = 13
Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9
Yellow Fist vs Samar: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15
Damage, B: 1d8 + 4 ⇒ (7) + 4 = 11
The second wave of mummies have yet to land a single blow.
No damage to PCs
Neshim keeps launching notes and arrows.
Inspire courage, shoot x 2
Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 - 5 ⇒ (7) + 7 + 1 - 5 = 10
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Initiative
Samar -10
Scipio
Mummy Guards: Red -44, Blue -46, Lime -10, Yellow -10
Neshim
Brother Scipio |
Scipio doesn't do quite as well against the newcomers but does manage to land a hit.
Scimitar Vs Yellow: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 2d6 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9
Scimitar Vs Lime: 1d20 + 4 ⇒ (9) + 4 = 13
Scimitar Vs Blue: 1d20 - 2 ⇒ (7) - 2 = 5
GM Decimus |
Mummy Guards: AC 16, TAC 13
Scipio's scimitar cuts into one of the newcomers, as Samar drives her own blades at it! While ravaged, it still remains standing.
Hunt target - yellow, twin takedown, twin parry
Twin Takedown 1: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Twin Takedown 2: 1d20 + 11 + 1 - 3 ⇒ (10) + 11 + 1 - 3 = 19
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
While Scipio's assailant fumbles, the joint target of the trio drives a brutal haymaker at Samar, finally connecting!
Lime Fist vs Scipio: 1d20 + 8 ⇒ (8) + 8 = 16
Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9
Lime Fist vs Scipio: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Damage, B: 1d8 + 4 ⇒ (6) + 4 = 10
Lime Fist vs Scipio: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8
Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9
Yellow Fist vs Samar: 1d20 + 8 ⇒ (20) + 8 = 28
Damage, B: 2d8 + 8 ⇒ (8, 5) + 8 = 21
Yellow Fist vs Samar: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4
Damage, B: 1d8 + 4 ⇒ (4) + 4 = 8
Yellow Fist vs Samar: 1d20 + 8 - 10 ⇒ (1) + 8 - 10 = -1
Damage, B: 1d8 + 4 ⇒ (5) + 4 = 9
28 damage to Samar!
Seeing this danger, Neshim fires two arrows at the successful striker, dropping it to the ground!
Inspire courage, shoot x 2
Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Longbow, Inspire Courage vs Yellow: 1d20 + 7 + 1 - 5 ⇒ (15) + 7 + 1 - 5 = 18
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Initiative
Samar -38
Scipio
Mummy Guards: Red -44, Blue -46, Lime -10, Yellow -41
Neshim
Meloriel's Pregen |
Samar cusses loudly, unleashing a stream of foul language along with her axe blades at the last mummy! (Hunt target, twin takedown, twin parry)
Twin Takedown 1: 1d20 + 11 + 1 + 1 ⇒ (19) + 11 + 1 + 1 = 32
Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Twin Takedown 2: 1d20 + 11 + 1 + 1 - 3 ⇒ (15) + 11 + 1 + 1 - 3 = 25
Slashing Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
If that 32 was a critical it deals...
Additional Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7