Torrak Farcrusher |
Torrak slides his hand down the chain, bringing the metal ball closer to him, and swings it across the spider's face. "Back down tha hole, beast!"
________
Mwk Dorn-Derger (Inspire) vs Orange: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 251d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Zelphar Xyroris |
”Ouch! Giant spider bites hurt.” Zelphar steps back, whips out a flask of acid and uses it as a focus as he conjures magical acid at the spider that bit him.
acid splash (touch): 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Tseghet |
”And strike! Strike at the heart of evil!” Tseghet bellows as he swings his sword.
Longsword, IC vs Blue: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Slashing damage, IC: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Merritt Provoxt |
Merritt, not wanting to throw bombs while pressed into the corner like this, draws his dagger and swipes at the spider.
Move: draw dagger
Standard: attack red
Dagger, IC: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
Damage, S, IC: 1d4 + 1 ⇒ (3) + 1 = 4
GM XaveTheNerd |
Torrak swings at the spider to the north, and even after a nasty *thwunk*, the creature remains conscious.
Zelphar steps back and hurls a small amount of acid at the southern spider. It burns into the spider's flesh a little.
Tseghet swings his sword at the southern spider, missing it completely as it quickly scurries down the hall for Zelphar.
Merritt draws his dagger and quickly stabs into the northern spider, the creature seems weak from the attack, but still stands.
That is, until it takes one final lunge at Merritt.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Merritt quickly jumps out of the way of the lethargic spider as it expends remaining energy, falling unconscious.
Y'all got it to exactly 0 hit points
The southern spider moves to the mage that singed it.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The webs continue to burn.
web damage: 1d6 ⇒ 4
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Spider (-2)
Torrak
Merritt (-3)
Zelphar (-9)
Tseghet
Torrak Farcrusher |
"Gang way!" Torrak calls out as he shoulders past his companions. Pivoting on one foot, he swings his weapon around in the direction of the spider.
________
Mwk Dorn-Derger (Inspire) vs Blue: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Last of the inspire, correct? Spider gets an AoO.
GM XaveTheNerd |
Yep. Last of the inspire
The spider attempts a quick swipe at Torrak as he passes...
attack: 1d20 + 4 ⇒ (9) + 4 = 13
...but finds only armor. It's then bludgeoned, but Torrak misses the main body of the spider, connecting only with a few of its legs.
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Spider (-8)
Torrak
Merritt (-3)
Zelphar (-9)
Tseghet
Tseghet |
"...and... and..." Tseght's voice croaks, and as the half-orc coughs his impromptu sermon comes to a close. Stepping over to his companion, he taps the elf on the shoulder with his wand. "No dying."
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
5 ft step, release wand from wrist sheath, cast.
Zelphar Xyroris |
Zelphar sighs audibly with some relief as Tseghet delivers him healing magic. He offers a quick, "Thanks!" before stepping back away from the spider and once more trying to conjure a glob of acid at it.
acid splash (touch): 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d3 + 1 ⇒ (3) + 1 = 4
GM XaveTheNerd |
1 person marked this as a favorite. |
Merritt's dagger connects with the spider, but Zelphar's acid splash goes wide, splatting into a side of the hole and echoing quite a ways down.
Which one, which one?: 1d4 ⇒ 4 Torrak.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
The spider continues its assault on Torrak, but finds only a face full of armor.
I'll be stealing the naming encounters thing from one of my friends. Think it adds a fun dynamic. So here's what I named this one.
Spider in the Hole!
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Spider (-12)
Torrak
Merritt (-3)
Zelphar (-6)
Tseghet
Torrak Farcrusher |
Torrak shoves his armored gut into the spider's fangs as it tries to bite him. As the spider recoils, he swiftly brings his fist, now holding the ball and wrapped in chain, upon it's head. "Damn spiders, sick o' all the webs!"
________
Mwk Dorn-Derger vs Blue: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 4 ⇒ (3) + 4 = 7
GM XaveTheNerd |
Torrak's weapon collides with the spider and visible cracks appear in its exoskeleton, but it's still up.
Spider in the Hole!
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Spider (-19)
Torrak
Merritt (-3)
Zelphar (-6)
Tseghet
Tseghet |
His throat too sore to talk, Tseghet steps around the spider and swings his sword.
Longsword: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Slashing damage: 1d8 + 2 ⇒ (4) + 2 = 6
GM XaveTheNerd |
Between Tseghet and Zelphar, the spider finally meets its end.
Out of initiative
The Pathfinders clear out all of the webs in the room before continuing, finding no more spiders within the room.
Where to now?
Merritt Provoxt |
Merritt approaches the lip of the hole, peering deep into its depths.
Perception, heightened awareness, darkvision: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
GM XaveTheNerd |
The ladder appears to go down further than Merritt's darkvision can see.
Would have hurt a LOT to fall down.
If you all vote to move on to the next floor, you've explored this one enough to get full rewards! There is only one unexplored room, and there's nothing of value in it. I'll prep the Chronicles today and get 'em on over. If you wish to do the final fight, I can speed us over to it, or we can just call it. Your choice
Zelphar Xyroris |
I'm good to move on/level up. Lowest level full casters are kinda painful to play. When we level I can finally get Augment Summoning, and get access to those sweet, sweet small earth elementals.
Torrak Farcrusher |
I'd want to do the final fight if we hadn't just battled what I believe was the boss fight, so let's crack on to the next floor! :) One floor per level up is a really nice change of pace!
GM XaveTheNerd |
1 person marked this as a favorite. |
Yeah. That skeleton dude was the boss. Kinda felt like it too, DR MAGIC AND BLUDGEONING is a combo that's not easy to come by this early. would have had to have all the money get there.
As the Pathfinders begin to ponder their next steps, they retreat back to the top floor of the spire where a squire of some sort awaits them with their rewards for conquering the floor. The squire quickly hands a note to the Pathfinders with their equipment, and the Pathfinders find a good day's rest at the nearby town where they may also purchase equipment.
The following morning the Pathfinders open the note, on it is inscribed a simple but effective message:
"Good job Pathfinders! Clear the next floor for us, too. -Ambrus"
The Pathfinders quickly find their way through the 2nd level all the way to the ladder from before. As the pathfinders climb down the ladder, the air around them seems to get colder by a few degrees, but otherwise the smells and feels of the spire feel the same.
The ladder's shaft ends in a wide staircase descending into darkness. On the floor at the top of the stairs, a dead moon spider lies on its back, its legs drawn up and frozen in a curled-in position. An unpleasant rotting reek emanates from a sunken hole in its belly.
Continuing down the broad stone stairs, the Pathfinders find themselves in a small, irregularly shaped chamber lit by oil lamps. To the east, a short flight of steps leads up to a sturdy door set in the middle of a wall and flanked by arrow slits. To the north, a wide gate of iron bars block an archway leading to a larger chamber filled with the eerie green glow of the Emerald Spire.
Will update when the map is updated. Please post here once you've leveled up.
GM XaveTheNerd |
Map updated!
Please do not post until you have leveled up. Day jobs coming shortly
Tseghet |
"It appears whoever - or whatever - occupies this level is no friend of the spiders either," Tseghet states. "Whether they are friend or foe to us remains to be seen."
Leveled up and ready to proceed!
GM XaveTheNerd |
Alright. Looks like everybody is leveled up. Let's proceed.
The floor appears oddly silent as Tseghet's words seem to echo through the chambers.
What's the first play here? As per request, we're botting Merritt, so he will do what you guys decide.
Merritt Provoxt |
Merritt moves to the edge of the landing at the top of the stairs, and looks down into the widening alcove at the bottom.
What do we have down there?
Also, I'm not Gummy Bear! Though, we are coming up on the third of three consecutive weekends that have me out of town for large events. I'll be away from Thurs PM through Sunday, and botting is encouraged during that time.
GM XaveTheNerd |
Merritt spies a door and four arrow slits. As Merritt peers deeper attempting to find anything, something thumps on the other side of the door, and Torrak catches the sight of an arrowhead slip through the southern-most arrow slit.
Stealth: 1d20 + 8 + 10 ⇒ (2) + 8 + 10 = 20
Stealth: 1d20 + 8 + 10 ⇒ (12) + 8 + 10 = 30
Torrak: 1d20 + 3 ⇒ (20) + 3 = 23
Merritt: 1d20 + 8 ⇒ (20) + 8 = 28
Tseghet: 1d20 + 8 ⇒ (1) + 8 = 9
Zelphar: 1d20 - 1 ⇒ (16) - 1 = 15
Torrak: 1d20 + 4 ⇒ (16) + 4 = 20
Merritt: 1d20 + 5 ⇒ (5) + 5 = 10
Tseghet: 1d20 + 0 ⇒ (14) + 0 = 14
Zelphar: 1d20 + 3 ⇒ (4) + 3 = 7
Echo Wood Outlaws: 1d20 + 7 ⇒ (6) + 7 = 13
The Walls Have Eyes
Initiative - the BOLD may act!
Active effects: Surprise Round
-----------------------------------------------
Torrak
Tseghet
Echo Wood Outlaws
Merritt
Zelphar
GM XaveTheNerd |
Suddenly, unknown to everybody but Torrak, two crossbow bolts fly out of the arrow slits, revealing the presence of two rangers behind them.
Seeing Torrak react, the rangers choose to instead aim for Merritt.
Merritt one: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Merritt two: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
One bolt finds Merritt's armor impenetrable, but the other flies on through, embedding itself in the Tiefling's stomach.
Damage: 1d8 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8
Fort save from Merritt: 1d20 + 5 ⇒ (4) + 5 = 9
As blood begins to pour from the wound, Merritt feels his body begin to seize up a bit as his joints stiffen. (1 Dex Damage)
The Walls Have Eyes
Initiative - the BOLD may act!
Active effects: Surprise Round (for Merritt only)
-----------------------------------------------
Torrak
Tseghet
Echo Wood Outlaws
Merritt (-8; 1 Dex Damage; Still Surprise Round)
Zelphar
Tseghet |
"Vile miscreant!" Tseghet declares. Drawing his sword as he marches into position behind Merritt, he points the weapon at the archer on the other side of the doorway. "Approach!" There is unnatural force behind his word, lingering in the air like thunder.
Move and cast command (DC 13) on Red.
DA BOT |
Merritt quickly draws and throws a bomb at the lower arrow slit.
Attack: 1d20 + 7 - 8 ⇒ (9) + 7 - 8 = 8 Improved cover
Miss direction: 1d8 ⇒ 1
Ref save: 1d20 + 5 ⇒ (7) + 5 = 12
Deals splash damage of 7
Torrak approaches the lower arrow slit and attempts to attack.
Attack: 1d20 + 8 - 8 ⇒ (6) + 8 - 8 = 6 Improved cover
Miss
GM XaveTheNerd |
Save: 1d20 + 1 ⇒ (2) + 1 = 3
Well
Lower first on 1: 1d2 ⇒ 2
The upper guard moves to the back corner and seems to pull on something.
stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Torrak: 1d20 + 3 ⇒ (16) + 3 = 19
Merritt: 1d20 + 8 ⇒ (12) + 8 = 20
Tseghet: 1d20 + 8 ⇒ (20) + 8 = 28
Zelphar: 1d20 - 1 ⇒ (7) - 1 = 6
The lower guard then walks south and pops out a secret door before stopping behind Tseghet, as Tseghet requested. Command says they are only capable of moving, so he couldn't unlock the door as it means pulling the lever. Going this way, though, he didn't even really have to open the "door" because of the rope pull.
GM XaveTheNerd |
Oops. forgot the intiative
The Walls Have Eyes
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Torrak
Tseghet
Echo Wood Outlaws (-7 to lower;)
Merritt (-8; 1 Dex Damage;)
Zelphar
Zelphar Xyroris |
Any knowledge on these foes? I have +9 on Arcana, Dungeon, Nature, and Planes. +8 on all others. I will verbally share anything I know. Can you point out the location of the secret door the foe came through?
knowledge: 1d20 ⇒ 2
Zelphar retreats a bit and takes out his new wand of magic missile as he does so, then fires it at the foe near Tseghet.
MM: 1d4 + 1 ⇒ (1) + 1 = 2
Tseghet |
”Now show these vile cowards the hellfire and pain that awaits their sinful souls in the afterlife!” Tseghet’s voice is clear and strong as he begins another sermon to invigorate his companions. Stepping to the side, he nods to Merritt to take the shot.
Begin Inspire Courage, 5 ft step.
Merritt Provoxt |
Fortitude, shirt reroll: 1d20 + 5 ⇒ (20) + 5 = 25
Don't need poison to keep dribbling away my Dex, let's nip that in the bud.
Merritt takes the opportunity presented by Tseghet's command to target the approaching guard.
Standard: attack yellow
Bomb, ranged touch, pbs, IC: 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
Damage, fire, pbs, IC: 2d6 + 5 + 1 + 1 ⇒ (4, 1) + 5 + 1 + 1 = 12
GM XaveTheNerd |
@Zelphar these guys appear to be human.
Secret door circled
Zelphar magic missiles, Tseghet inspires, and Merritt covers the guard in fire, dropping him unconscious.
GM XaveTheNerd |
Description for the room Torrak is in:
Weapon racks and wooden wardrobes line the walls of this room. The dummies in the center of the room wear suits of armor. Masks hang on the wall near the door; each consists of a brass nosepiece with cheek guards, from which a veil of red silk hangs.
The other guard reloads his crossbow and aims it down the line.
Readied action.
The Walls Have Eyes
Initiative - the BOLD may act!
Active effects: Inspire Courage +1; One round since rope pull
-----------------------------------------------
Torrak
Tseghet
Echo Wood Outlaws
Merritt (-8;)
Zelphar
Torrak Farcrusher |
"BAH! Always doors in this tower!" Torrak stomps through the room and opens the next door. "JUST YOU WAIT TILL I GET YER ASS IN RANGE, YE HEAR?!" he bellows into the next room.
Zelphar Xyroris |
Zelphar quickly tags along behind Torrak, wand in hand. ”Yeah! Just you wait! You’re gonna be sorry!” The threat coming from the scrawny elf sounds more comical than intimidating.
Ready to fire the magic missile wand when an enemy’s in line of effect.
MM: 1d4 + 1 ⇒ (1) + 1 = 2
Tseghet |
Tseghet’s still rings in the air even as the half-orc ceases to speak and follows his companions through the hidden door.
Stop Inspire Courage (but still effective for 2 rounds thanks to Lingering Performance), double move.
Merritt Provoxt |
1 person marked this as a favorite. |
Merritt begins moving towards the secret door. "How is this tower so damned occupied?!? I thought it was a ruin. Monsters I expected; a garrison I did not!"
Double move: 40'
GM XaveTheNerd |
The Pathfinders quickly move into the room, ready to charge over to the next guy. You hear the man fumble for something on his person, then a "plunk", a moment of silence, and finally the sound of glass shattering.
It's not apparent exactly what he did upon looking, but his crossbow is leveled towards the door.
No readied action this time.
The Walls Have Eyes
Initiative - the BOLD may act!
Active effects: Two rounds since rope pull
-----------------------------------------------
Torrak
Tseghet
Echo Wood Outlaws
Merritt (-8;)
Zelphar
Merritt Provoxt |
Merritt dashes into the room, quickly locates the outlaw, and throws a bomb with a little extra ooompf to cover the distance.
Move: 20'
Standard: attack red
Bomb, ranged touch, pbs, IC, range increment: 1d20 + 7 + 1 + 1 - 1 ⇒ (19) + 7 + 1 + 1 - 1 = 27
Damage, fire, pbs, IC: 2d6 + 5 + 1 + 1 ⇒ (3, 6) + 5 + 1 + 1 = 16
Miss direction?: 1d8 ⇒ 6
GM XaveTheNerd |
The man is drenched in fire as Merritt throws the bomb, quickly igniting the man's clothing. He does remain standing, but not by much.
The Walls Have Eyes
Initiative - the BOLD may act!
Active effects: Inspire Courage; Two rounds since rope pull
-----------------------------------------------
Torrak
Tseghet
Echo Wood Outlaws (-16)
Merritt (-8)
Zelphar
Torrak Farcrusher |
"Now that's ah fire!" Torrak cheers as he steps into the hallway, his Dorn-Derger now spinning with an ominous slowness overhead. Wait a tick.
"Footsteps from the walls! I'll guard the other way, finish the bastard off quick before we get overrun!"
________
Perception, DC 15: 1d20 + 3 ⇒ (12) + 3 = 15
Damn stumpy legs! 30ft of a double move.
Zelphar Xyroris |
”Pew! pew!” Zelphar can’t help but say as he follows in behind Merritt and shoots his Magic Missile wand at the visible foe.
MM: 1d4 + 1 ⇒ (1) + 1 = 2
perception: 1d20 - 1 ⇒ (7) - 1 = 6
Tseghet |
Perception vs DC 15: 1d20 + 8 ⇒ (2) + 8 = 10
”I’ll have to take your word for it!” Tseghet strides forward, drawing his crossbow as he does. Pointing it at the barely-standing guard, he shouts, ”Now fall before the righteous, you scallywag!”
Light Crossbow, IC: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Piercing damage, IC: 1d8 + 1 ⇒ (7) + 1 = 8