| GM XaveTheNerd |
Ooh. Actually, before I can progress, Torrak, do you keep the grapple or drop it as a free action?
| Torrak Farcrusher |
Torrak is going to gtfo, he is not doing well and this blob is taking his lunch money! Mercenaries don't last long if they don't know when to fold 'em! Long winded way of saying he will take the free action to drop the grapple.
| GM XaveTheNerd |
Alright!
Torrak lets go of the creature. Zelphar summons an elemental, but it just misses its slam attack as the dwarf lets go of the creature.
The mouther quickly recoils from Torrak literally crawling out of it, but seeing as it's backed into a corner, the mouther continues to attack, splitting between Torrak and the elemental.
Who's getting 4? 1 is Torrak: 1d2 ⇒ 2
Bite to Torrak: 1d20 + 7 ⇒ (4) + 7 = 11
Bite to Torrak: 1d20 + 7 ⇒ (3) + 7 = 10
Bite to elemental: 1d20 + 7 ⇒ (4) + 7 = 11
Bite to elemental: 1d20 + 7 ⇒ (20) + 7 = 27
Bite to elemental: 1d20 + 7 ⇒ (8) + 7 = 15
Bite to elemental: 1d20 + 7 ⇒ (16) + 7 = 23
Crit confirm on elemental: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 2d4 ⇒ (3, 1) = 4
2 hits to the elemental
Grapple elemental?: 1d20 + 7 ⇒ (16) + 7 = 23
Grapple elemental?: 1d20 + 7 ⇒ (12) + 7 = 19
Grappled.
LOUD NOISES!
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-23; 2 Con damage;)
Gibbering Mouther (-28; Grappling elemental)
Zelphar
Elemental (-4; Grappled by Mouther)
Tseghet
Merritt
Tseghet
|
Tseghet lets his words echo around the chamber as he steps forward. ”Torrak, Iomedae rewards those who demonstrate great valor with the strength to cut down those who oppose them! You have fought your way free of the Abyss - now witness her blessing and use it to smite evil!” His hand glowing with holy light, the half-orc reaches over the dwarf and touches the warrior’s dorn-duger.
Stop performance (but Lingering Performance keeps it active for 2 rounds), 5 ft step, and cast weapon of awe on Torrak’s weapon for a +2 bonus to damage rolls (and some other stuff).
Torrak, let me know if you want some hits with the wand in the following rounds. You’re our heaviest hitter, but a wand charge will only heal 5-6 damage on average.
Also really glad Tseghet bought that scroll of lesser restoration now!
| Torrak Farcrusher |
Dripping with blood, mostly his own, aberrant stomach juices, and something Torrak has never seen before sliding off of his arm, the Dwarf stumbles backwards to release slack in his weapon's chain. "Ok, we'll try it yer way, Orc."
"FER IOMEDAE!" he bellows, whipping the Dorn-Derger around harder than he ever has before. This'll teach you to EAT ME!
________
Mwk Dorn-derger (Overhand Chop, Power Attack, IC, Awe) vs Gibbering Mouther: 1d20 + 7 ⇒ (16) + 7 = 231d10 + 9 + 1 + 2 ⇒ (9) + 9 + 1 + 2 = 21
Cleric MVP! Torrak could use a hit of the wand, BUT I'm hoping the elemental can run interference with a 5ft step and we'll make it through by just dishing a little more hurt on this thing.
| Zelphar Xyroris |
The grappled elemental attacks back
slam-earth mastery, grappled, IC, PA: 1d20 + 7 ⇒ (7) + 7 = 14
dmg: 1d6 + 12 ⇒ (5) + 12 = 17
Zelphar, no longer blind, pops his wand of Magic Missile at the foe.
MM: 1d4 + 1 ⇒ (3) + 1 = 4
--------------------
Elemental (Small), Earth CR 1
XP 400
Male small earth elemental (Pathfinder RPG Bestiary 122)
N Small outsider (earth, elemental, extraplanar)
Init -3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 8, flat-footed 15 (-3 Dex, +7 natural, +1 size)
hp 17 (2d10+6) (currently 13)
Fort +6, Ref -3, Will +3; +1 morale bonus vs. charm and fear
Immune elemental traits
--------------------
Offense
--------------------
Speed burrow 20 ft.; earth glide
Melee slam +7 (1d6+12)
Special Attacks earth mastery
--------------------
Statistics
--------------------
Str 20, Dex 4, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +5 (+8 bull rush, +7 grapple, +6 overrun); CMD 13 (16 vs. bull rush, 15 vs. grapple, 14 vs. overrun)
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +5
--------------------
Ecology
--------------------
Environment any (plane of earth)
Organization solitary, pair, or gang (3-8)
Treasure none
--------------------
Special Abilities
--------------------
Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 if either waterborne or airborne.
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Merritt Provoxt
|
Merritt throws another bomb into the corner, lofting it over the head of the small elemental.
Standard: attack mouther
Bomb, ranged touch, IC: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage, fire, IC: 2d6 + 5 + 1 ⇒ (2, 2) + 5 + 1 = 10 splash 7
Miss direction?: 1d8 ⇒ 1
| GM XaveTheNerd |
Torrak's ball and chain collides with the creature, sending teeth and eyeballs flying every which direction. As he removes the ball and chain, the creature doesn't regain it's form; it just lies there, twitching while a few of its mouths continue to babble until finally it stops moving and the room finally descends back into an odd hush.
Out of initiative!
If this was 2nd edition, I'd be giving all of y'all a hero point for that one. Whew.
So, uhh, what now?
Tseghet
|
Tseghet is (unsurprisingly) the first to break the silence. "See? She heard you." He coughs a few times, then starts fishing around in his pack. "The Inheritor in Her wisdom teaches that you can never fully know your opponent's plan and must be prepared for anything, so I brought this scroll in case of emergencies." He gets to work healing Torrak, alternating between reciting the sermon scribed on the scroll (something about The Second Act and slaying witches) and praising the dwarf for his "conversion" to the faith.
Lesser Restoration: 1d4 ⇒ 4
CLW x 4: 4d8 + 4 ⇒ (7, 3, 1, 6) + 4 = 21
Does that look good, Torrak, or do you want another tap of Ye Olde Shticke?
| Torrak Farcrusher |
Torrak falls into a seated position, his legs sprawled out as the Gibbering Mouther's corpse acknowledges both the error of its ways and the Dwarf's dominance with its lack of movement. "Suppose yer right, ah least this time, eh?" he says begrudgingly to Tseghet's claim.
"Now whah? Anything in left 'ere, or do we need tah keep moving forward?" he asks as he stands back up, weapon in hand.
________
Woo! You're the man Tseghet! Torrak will grab some emergency healing items for you to hold onto after this module. No more heals, thanks though! That was a rough fight, I was worried there for a bit! Fun stuff :)
Merritt Provoxt
|
"Let's dig through its lair, at least. No sense almost losing you to not steal its treasure, agreed?" Merritt drink his potion of heightened awareness and begins poking around the cells, beds, and latrine, to make sure they haven't missed anything.
Perception, heightened awareness: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
| GM XaveTheNerd |
Oddly enough, the Pathfinders pick through the room and find nothing of note. Only a few rusty beds and a few rusty buckets.
Where to next?
| Torrak Farcrusher |
Torrak spits on the abberation as he walks out the door. "Leh's go split some skulls," he grumbles. Confidently gripping the chain on his weapon for close-combat, he stomps through the hallway.
________
If any door is good for everyone, how about the door to the NE of Torrak?
Tseghet
|
| 1 person marked this as a favorite. |
”Lead the way, newly Chosen of the Inheritor,” Tseghet proclaims loudly. ”I shall personally oversee your initiation to the Church when we return to civilization. And,” he pauses, ”after you’ve had a bath. Personal cleanliness is a way to bring ourselves closer to Her perfection, after all.”
Lol, I am having way too much fun with this. @Everyone, please let me know if I’m taking things too far and I’ll happily tone it back.
| Torrak Farcrusher |
Torrak pales."What? I, uh, I dunno know abouh anythin' official like thah. Aren't there rules in such? I dunno if ye noticed, buh rules ain't really my style, ya?" Desperately, he looks at the other party members for help. And a bath? How else am I supposed to get the edge in a wrestling match? And the ladies love the musk!
________
I think it is great! :D
| Zelphar Xyroris |
”We’ve got this little buddy for a couple more minutes. Just point the way and we can have him aid us if we come across any more pesky monsters.”
No strong preference as to where we go. 3 mins total for the summon so if we hustle we can make use of it for a bit longer.
| GM XaveTheNerd |
Before opening the doors:
Three matched doors stand on the corridor's east side. Each is carved with the images of lordly feasts, although a hooded gray figure appears in each image, silently watching.
A quick perception check on the door reveals it is unlocked and un-trapped, but also reveals the presence of human voices conversing within.
You are allowed as many buffs as you'd like prior to combat. Decide now before continuing to read what's in the room.
Torrak throws open the door with a toothy grin, ball and chain already swinging. The men inside look thoroughly terrified through their strange bird, like masks, but had their crossbows mostly ready for something like this.
This mess hall's north and south walls are fitted with shelves containing mismatched goblets, platters, and bowls. A number a re made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end.
Torrak: 1d20 + 4 ⇒ (10) + 4 = 14
Merritt: 1d20 + 5 ⇒ (15) + 5 = 20
Tseghet: 1d20 + 0 ⇒ (16) + 0 = 16
Zelphar: 1d20 + 3 ⇒ (20) + 3 = 23
Echo Wood Scouts: 1d20 + 3 ⇒ (5) + 3 = 8
What a Mess
Initiative - the BOLD may act!
Active effects: None
-----------------------------------------------
Zelphar
Merritt
Tseghet
Torrak
Echo Wood Scouts (Currently have cover from the tables)
Tseghet
|
Knowledge (religion): 1d20 + 6 ⇒ (20) + 6 = 26
"It appears we are in the presence of foul worshipers of Norgorber," Tseghet whispers judgmentally, pointing at the hooded figure in the door carvings. "We would do well to watch our backs and prepare for poisons or other such underhanded tricks while here. Who knows - perhaps that creature was a terrible trap laid by them. Or worse yet, a fellow worshiper!"
--------------------------------------------
Tseghet doesn't have many spells left, but if we're quick the 3-minute spells cast during the previous encounter (shield of faith and weapon of awe) should still be active.
--------------------------------------------
"Fall on your knees, followers of evil!" Tseghet roars as Torrak kicks open the door. "The Grey Watcher's cowardly tricks cannot protect you from the might of the Inheritor's wrath!"
Move action to move, standard action to begin Inspire Courage +1.
| GM XaveTheNerd |
I'll say we're probably only a round into the third minute due to searching the last room a bit. So, 9 rounds left, meaning they won't be active after this combat.
| Torrak Farcrusher |
Torrak charges into the room and around the table. Sending the steel ball of his weapon hurtling at the nearest creep, he unfortunately only manages to severely dent the nearby table. "Bring in Rocky!" he roars back to his companions.
________
Mwk Dorn-derger (Overhand Chop, Power Attack, IC, Awe) vs Red: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14 WEAK!
Torrak has Weapon of Awe, but who has Shield of Faith up right now?
Merritt Provoxt
|
Merritt darts into the room, stopping just inside the middle door. He quickly hurls a bomb in the center of all four brigands, splashing the blaming oil-like substance across all four brigands' legs.
Move: 20'
Standard: throw bomb
Bomb, ranged touch AC 5, inspire courage, range increment (splash weapon mastery): 1d20 + 5 + 1 - 1 ⇒ (5) + 5 + 1 - 1 = 10
Damage, fire, inspire courage: 2d6 + 5 + 1 ⇒ (2, 3) + 5 + 1 = 11 splash 8 (Reflex DC 15 half)
Miss direction?: 1d8 ⇒ 5
| GM XaveTheNerd |
@Torrak, I believe Tseghet cast Shielf of Faith on himself.
Tseghet proclaims loudly against Norgorber.
Torrak completely splinters the table near the dashed-red scout.
save: 1d20 + 5 ⇒ (13) + 5 = 18
save: 1d20 + 5 ⇒ (10) + 5 = 15
save: 1d20 + 5 ⇒ (2) + 5 = 7
save: 1d20 + 5 ⇒ (18) + 5 = 23
Merritt throws some fire, drenching all of them in liquid flame, though three of them quickly douse the flames.
The elemental moves in place to threaten 2 of the scouts. Zelphar pops a magic missile into dashed-red's forehead, knocking him unconscious.
-----------
Dot-dash yellow takes a step back and fires at the elemental. Solid cyan and dotted pink each five foot step downwards and fire at Torrak.
Attack elemental: 1d20 + 3 ⇒ (8) + 3 = 11
Attack Torrak: 1d20 + 3 ⇒ (15) + 3 = 18
Attack Torrak: 1d20 + 3 ⇒ (13) + 3 = 16
All of 'em miss.
They reload their crossbows.
What a Mess
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Zelphar
Merritt
Tseghet
Torrak
Dot-Dash yellow (-4)
Solid Cyan (-4)
Dotted Pink (-4)
| Zelphar Xyroris |
Thanks for the bot—exactly what I would have done. This round’s actions:
Zelphar pops off another magic missile at the (yellow) foe as his pal “Rocky” steps forward and makes a slam attack against them.
MM: 1d4 + 1 ⇒ (1) + 1 = 2
slam-earth mastery, IC, PA: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d6 + 12 ⇒ (2) + 12 = 14
| GM XaveTheNerd |
Yellow's crossbow is knocked out of his hands by Zelphar, and as he goes to pick it up from the ground he's crushed by a pile of rocks.
What a Mess
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Zelphar
Merritt
Tseghet
Torrak
Solid Cyan (-4)
Dotted Pink (-4)
Tseghet
|
Tseghet’s proclamations still ring in the air as the half-orc strides into the room, moving with sword in hand to cut off the scoundrels’ route away from Torrak.
Lingering Performance to keep Inspire Courage active for two rounds, free action to stop performance, double move.
Merritt Provoxt
|
Merritt moves up to the table, retrieving a flask of alchemist's fire from his bandolier. He tosses it across the table, again targeting the space between the two bandits to try to catch both in the splash.
Move: 20'
Standard: throw alchemist's fire
Alchemist's fire, ranged touch AC 5, inspire courage: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage, fire, inspire courage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 splash 6 (Reflex DC 15 half)
Miss direction?: 1d8 ⇒ 2
| Torrak Farcrusher |
"Yer next, buddy boy!" Torrak threatens as he whips the steel ball around the room, trying to catch the next fool between it and the wall.
________
Mwk Dorn-derger (Overhand Chop, Power Attack, IC, Awe) vs Dotted Pink: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14
| GM XaveTheNerd |
Tseghet moves in while his proclamations ring.
Merritt throws an alchemist fire.
save: 1d20 + 5 ⇒ (5) + 5 = 10
save: 1d20 + 5 ⇒ (17) + 5 = 22
The cyan one gets drenched in fire, while dot pink manages to avoid most of it.
Torrak's ball and collides directly with pink's head, instantly knocking him unconscious.
---
In retaliation, cyan steps away from Tseghet and fires his crossbow at Torrak in one last desperate attempt. He then falls unconscious.
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
But the bolt, dripping with poison, doesn't manage to pierce the dwarf's armor.
Out of initiative!
| Torrak Farcrusher |
"Idiots, thinkin' they could 'andle us after we smashed their turd," Torrak says while shaking his head. "Search and move!"
________
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Merritt Provoxt
|
"Always in such a hurry, Torrak? How are we to enjoy this dank, dusty underground lair if we rush rush rush?" Merritt opens his mouth into a wide grin, clearly enjoying verbally poking the dwarf.
Perception, heightened awareness: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
| GM XaveTheNerd |
Of note, each of the four scouts has: One potion of cure light wounds and one vial of some kind of poison.
Among the dishes are 11 pieces worth 50gp each.
The remainder of the stuff in the room is mundane and useless.
There's still a LOT of doors here. Where to now?
| Torrak Farcrusher |
"HA!" Torrak says with a single mighty burst of air before kicking open the door before him. Tiefling better not get too cheeky though. Only trust devils so much.
________
I numbered the doors in the room as a suggested order!
Tseghet
|
Tseghet collects the bottles and bolts from each scoundrel, loudly praying over each one for them to "...repent their sins and accept the Inheritor's light and law into their hearts, as Torrak has..." He passes out the healing potions to each Pathfinder, but hesitates with the poisons.
""Merritt... I, uh, well, would you have a use for these?" He passes the bottles of dark ichor to the tiefling, not looking him in the eye. "Iomedae teaches that poison is a coward's tool, and that any of her clergy that come across some should destroy it, but I can't stop thinking about that corner of the barrack's garden where I tried to do it myself and now nothing will grow there anymore..." He pauses a moment then clears his throat. "Anyway, it's better to have them out of these people's hands at least. And you would know better than I how to neutralize and dispose of them safely."
Merritt Provoxt
|
Merritt accepts the vials, and stows them in his pack. "I don't have much use for poison myself--it was never really my interest. But you are correct; these are dangerous, and others who study alchemy are quite interested in them. I'll take charge of these, and make sure that we get the best price for them when we next visit Fort Inevitable."
| GM XaveTheNerd |
Torrak quickly opens the door nearest him and immediately recoils from the smell. This is just another bathroom, though this bucket has most certainly seen some use recently.
He closes the door.
Torrak throws open the next door to find a room that serves as a kitchen. A large hearth takes up most of the south wall, and there's a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.
d20 to see if you happened to arrive at a certain time: 1d20 ⇒ 11 Nope.
Nobody is in the room, and nothing in the room has any notable amount of value.
Merritt Provoxt
|
Merritt leads them to the next place to check. "If you look at the map of what we've already explored, there's a big hole in the middle here. Let's see what's there."
I positioned Merritt near the next door to check.
Perception, trapfinding, heightened awareness, take 20: 20 + 8 + 1 + 2 = 31
Disable Device (if trapped), take 10: 10 + 9 = 19
Disable Device (if locked and trap disabled), take 20: 20 + 9 = 29
| Torrak Farcrusher |
"More s++$ than anythin' else in this soddin' place," Torrak grumbles as he follows Merritt to the next door.
| GM XaveTheNerd |
Map updated!
This chamber is someone's personal quarters. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals, clutter the wall shelves.
Oh, and Torrak, the southern door is another bathroom. Bucket's empty, though.
| Torrak Farcrusher |
Torrak unceremoniously shoves anything of worth into a sack. "Bunch o' toys. Let's keep movin'."
Once the others are ready, he steels himself for another bout of boredom while Merritt over-analyzes the next vertical piece of wood. "What are ye even lookin' fer, anyways? There ah sign that says 'trap 'ere!'?"
________
I think this is the most amount of bathrooms I've ever seen in my gaming career!
Merritt Provoxt
|
| 2 people marked this as a favorite. |
"Yes, exactly Torrak. That's why you need an individual of my exceptional skill to find these traps; they're always marked with a sign!" Merritt works as he speaks, his eyes and fingers scanning the lock and door jam so as not to delay the surly dwarf any more than necessary. "You could just kick every door in, I suppose; let me know if you want to do that, though, so I can position myself far down the hall before you do."
Perception, trapfinding, heightened awareness, take 20: 20 + 8 + 1 + 2 = 31
Disable Device (if trapped), take 10: 10 + 9 = 19
Disable Device (if locked and trap disabled), take 20: 20 + 9 = 29
| Torrak Farcrusher |
"Bah, don't tempt me. Those damn spiders put me offa tha door kickin' fer ah while. Don't ye worry yerself though, I'll get back to it eventually," Torrak grumbles, a promise he intends to keep.
| Zelphar Xyroris |
Sorry I haven't posted since last Tuesday. I'm just finishing this HUGE project at work I've been working on since October. After work, I have my home Pathfinder game so I won't be able to post until tomorrow. But I will post as soon as I can tomorrow morning. I SWEAR I posted something about following along and detecting magic more recently but it seems to have disappeared.
Zelphar follows along and detects magic from a safe distance behind the rest of the Pathfinders.
| GM XaveTheNerd |
The double bunks and footlockers in the alcoves of this large room suggest it serves as a barracks. The walls are decorated with simple paintings and murals, which include sketches of building, temple, and ruin layouts with notations suggesting how to get past obstacles and traps. Two small privy chambers stand against the southern wall, and doors exit to the southeast and the northwest. The room appears to be well used, as bits of cloth, open bottles of alcohol, and half eaten foodstuffs are scattered about the floor haphazardly.
Though, the room is empty.
| Torrak Farcrusher |
Torrak sniffs long and hard. "Smell an ambush up those stairs," he mutters. "Be ready fer anythin' while we toss tha place, buh I say we go through tha others doors first." More focused on being ready for an assault, his search, naturally, turns up nothing.
________
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
| GM XaveTheNerd |
Finding nothing wrong with the door and hearing nothing, Torrak opens the door to the north of the room. Here, he finds a long chamber, one wall fitted with arrow slits, looking south toward a large room with a discinctive green glow. A barred wooden door leads to the room beyond the arrow slits. As the door opens, a few voices seem to catch on, but the sounds are grunts more than cohesive words/sentences.
Torrak: 1d20 + 4 ⇒ (10) + 4 = 14
Merritt: 1d20 + 5 ⇒ (10) + 5 = 15
Tseghet: 1d20 + 0 ⇒ (9) + 0 = 9
Zelphar: 1d20 + 3 ⇒ (7) + 3 = 10
More scouts: 1d20 + 3 ⇒ (5) + 3 = 8
Other Side of the Slits
Initiative - the BOLD may act!
Active effects: None
-----------------------------------------------
Merritt
Torrak
Zelphar
Tseghet
More scouts (-10)