Mun of Ashava
|
Mun retrieves a wand from his pack and quickly tries to activate it on Selune.
Move: retrieve wand of mage armor
Standard: activate wand targeting Selune
Use Magic Device DC 20: 1d20 + 16 ⇒ (7) + 16 = 23
Kitajo Uchihide
|
Kitajo sets his weight and prepares to attack with a flurry of punches as the enemy lands.
Flurry Unarmed Strike 1: 1d20 + 13 ⇒ (7) + 13 = 20 Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Elbow Smash: 1d20 + 7 ⇒ (10) + 7 = 17 Damage (Non-Lethal): 1d8 + 6 ⇒ (7) + 6 = 13Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 6
Flurry Unarmed Strike 2: 1d20 + 13 ⇒ (15) + 13 = 28 Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Flurry Unarmed Strike 3: 1d20 + 13 ⇒ (12) + 13 = 25 Damage: 1d8 + 6 ⇒ (3) + 6 = 9 Jabbing Style Damage: 1d6 ⇒ 6
Flurry Unarmed Strike 4: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d8 + 6 ⇒ (6) + 6 = 12 Jabbing Style Damage: 1d6 ⇒ 4
Elbow smash damage applies if the punch prior hits. Jabbing style damage applies if I have hit the target this round.
GM Khaoz
|
1d20 ⇒ 75d6 ⇒ (2, 4, 6, 1, 4) = 17
With a dry thud, the injured duergar hits the ground near Smarmy, an arrow sticking out of his thigh. Out of this trio, he's the only one with slightly different gear, mainly because of a wooden symbol hanging from his neck. It appears to be a flame inside a stone arch.
Round 1 Start
Kitajo - Starts pummeling the duergar as soon as he lands, but the first punch and elbow glance of his full plate, takes two consecutive hits and manages to raise his steel shield to block the last strike.
Edmund
Kissan
Smarmy
Selûne
Jeydahvu
Barbo
Mun
Duergars (G -30, R -24, Y)
Edmund DeCarth
|
Turning to the Duergar landing by Kissan, Edmund continues to rapidly send his arrows down range. Nock, fire... Nock, Fire... Nock, Fire.
+1, Rapid, DA, Precise, Haste,PBS: 1d20 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
Damage, MC +3,PBS: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
+1, Rapid, DA, Precise, Haste,PBS: 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 24
Damage, MC +3,PBS: 1d8 + 6 + 1 ⇒ (8) + 6 + 1 = 15
+1, Rapid, DA, Precise, Haste,PBS: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
Damage, MC +3,PBS: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
"Bring 'em down, Kissan!"
| Kissan the Jag |
Almost before the Duergar's feet the floor, Kissan leaps at him teeth and claws barred for combat.
Bite: 1d20 + 8 ⇒ (9) + 8 = 17
Damage, Bite: 1d6 + 2 ⇒ (5) + 2 = 7
Claw #1: 1d20 + 9 ⇒ (12) + 9 = 21
Damage, Claw #1: 1d4 + 2 ⇒ (2) + 2 = 4
Claw #2: 1d20 + 9 ⇒ (18) + 9 = 27
Damage, Claw #2: 1d4 + 2 ⇒ (2) + 2 = 4
Smarmy
|
The staggered start has me a little confused on init and flat footed status (all the rage for us rogue types)
Smarmy is ready for the duergar as he comes down the rope, and moves in quickly, axe in hand.
If they are flat footed already, due to init order, then he will just double attack, with haste.
If they are not, having previously acted, he will feint first, and just single attack.
Ignore the feint in the first case. Ignore the hasted attack in the second
Feint: 1d20 + 15 ⇒ (8) + 15 = 23
melee vs ff green: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20, for 1d8 + 4 + 3d6 ⇒ (1) + 4 + (5, 3, 5) = 18 damage.
haste vs ff green: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24, for 1d8 + 4 + 3d6 ⇒ (8) + 4 + (5, 3, 1) = 21 damage.
Either way, if a sneak attack lands, he will impart a negative to their attack roll (-2 to hit, -4 vs Smarmy), and they can not make AoO for the round
Jeydahvu
|
Jeydahvu stops raging to regain some of his breath (free action). He then steps back, draws a potion and downs it.
5-foot step, move to draw, standard to drink Potion of Protection vs. Evil
Barbo Beezle
|
Barbo pulls a flask of acid from his material's bag, waving his hand in an arcane motion. Summoning a small ball of acid, he tosses it at the western duergar.
Acid Splash, F vs Touch: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
GM Khaoz
|
Round 1 Ends
Kitajo
Edmund
Kissan
Smarmy
Jeydahvu
Barbo
Mun - Strikes the nearest duergar with his longspear, twice.
Bot - Longspear attack; Damage: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 231d8 + 3 ⇒ (2) + 3 = 5
Bot - Longspear attack; Crit confirm; Damage: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 271d20 + 6 + 1 ⇒ (2) + 6 + 1 = 91d8 + 3 ⇒ (8) + 3 = 11
Selûne - Following her last commands, Selûne keeps attacking the gray dwarf at the bottom of the rope.
Bot - Selune Bite, power attack: 1d20 + 8 + 1 - 1 ⇒ (1) + 8 + 1 - 1 = 9
Bot - Selune Bite, power attack: 1d20 + 8 + 1 - 1 ⇒ (9) + 8 + 1 - 1 = 17
Bot - Selune Claw, power attack; Damage: 1d20 + 8 + 1 - 1 ⇒ (15) + 8 + 1 - 1 = 231d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Bot - Selune Claw, power attack: 1d20 + 8 + 1 - 1 ⇒ (3) + 8 + 1 - 1 = 11
Duergar Green (HP -69) - After a quick prayer to his god, sends a burst of energy away from his body. Can I get a Will save from Smarmy, Barbo, Jeydahvu and Mun please? Will save DC 17 to halve: 5d6 ⇒ (2, 2, 5, 3, 1) = 13 Then tries to stand up. @Smarmy: You get one AoO.
Duergar Red (HP -46) - Draws a warhammer and swings it towards Kitajo. Attack; Crit confirm; Damage: 1d20 + 17 ⇒ (19) + 17 = 361d20 + 17 ⇒ (9) + 17 = 266d6 + 27 ⇒ (5, 3, 4, 4, 6, 6) + 27 = 55
Duergar Yellow (HP -24) - Attacks Selûne with another warhammer.Attack; Damage: 1d20 + 17 ⇒ (7) + 17 = 242d6 + 9 ⇒ (3, 1) + 9 = 13
Round 2 Starts
Kitajo
Edmund
Kissan
Smarmy
Jeydahvu
Barbo
Mun
Selûne
Duergars (G -69, R -46, Y -24)
Barbo Beezle
|
Will Save, DC 17: 1d20 + 5 ⇒ (2) + 5 = 7
Barbo takes the full force of the energy, growls a little, and turns around. He marches a few feet to get a better view and then tosses another ball of acid at the green duergar.
Acid Splash, F vs Touch: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Jeydahvu
|
Will Save DC 17, Protection vs. Evil: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Jeydahvu 5-foot steps and, still regaining his breath, swings his greatsword against the yellow-shirted duergar twice.
Adamantine Greatsword, Fatigued: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25 for 2d6 + 7 - 1 ⇒ (3, 1) + 7 - 1 = 10 adamantine magical slashing dmg.
Adamantine Greatsword, Fatigued: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 for 2d6 + 7 - 1 ⇒ (3, 5) + 7 - 1 = 14 adamantine magical slashing dmg.
Smarmy
|
Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
Smarmy winces as the full force of the duergar's channeled energy hits him. But the grimace is quickly replaced by a cold calculating menace, and he tries to use his axe to hack the dwarf back to its knees once more.
AoO vs prone green: 1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15, for 1d8 + 4 ⇒ (5) + 4 = 9 damage.
With a quick deke to the left, he then brings his axe down a second time.
Feint: 1d20 + 11 ⇒ (12) + 11 = 23
melee vs green, haste: 1d20 + 8 + 1 + 3d6 ⇒ (15) + 8 + 1 + (1, 5, 4) = 34
Mun of Ashava
|
Will DC 17: 1d20 + 4 ⇒ (13) + 4 = 17
Mun feels the negative energy wash over his body and instinctively shields himself with Ashava's aid. He tries to guide his spear in between Jeydahvu and Selune, striking quickly.
Full round: full attack
Longspear, haste: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage, P: 1d8 + 3 ⇒ (1) + 3 = 4
Longspear, haste: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage, P: 1d8 + 3 ⇒ (4) + 3 = 7
| Selûne of Ashava |
Selune needs no more guidance, her goal is clear. Her teeth and claws rip and shred unrelentingly.
Full round: full attack
Bite, haste, power attack: 1d20 + 8 + 1 - 1 ⇒ (14) + 8 + 1 - 1 = 22
Damage, P, power attack: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Bite, haste, power attack: 1d20 + 8 + 1 - 1 ⇒ (12) + 8 + 1 - 1 = 20
Damage, P, power attack: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Claw, haste, power attack: 1d20 + 8 + 1 - 1 ⇒ (20) + 8 + 1 - 1 = 28
Damage, S, power attack: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Claw, haste, power attack: 1d20 + 8 + 1 - 1 ⇒ (18) + 8 + 1 - 1 = 26
Damage, S, power attack: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Claw, crit?: 1d20 + 8 + 1 - 1 ⇒ (4) + 8 + 1 - 1 = 12
Crit damage: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
GM Khaoz
|
@Selûne and @Kitajo: The damage i rolled for the past round is incorrect, please use the following rolls.
@Selûne: 1d8 + 8 ⇒ (5) + 8 = 13
@Kitajo: 3d8 + 24 ⇒ (5, 3, 4) + 24 = 36
@Barbo and @Smarmy: Smarmy will kill the Red duergar with the AoO, so you can change your actions and/or target.
Before he was able to stand up, Smarmy makes sure to leave the duergar permanently down.
Round 2.1 Update
Jeydahvu - Cuts open the duergar on the first swing, the greatsword bites into a shield the second time.
Mun - Finds an opening on the plate with the first thrust, but the second one glances off.
Selûne - Bites the air twice, but the claws end up bloodied.
Barbo
Smarmy
Kitajo
Edmund
Kissan
Duergars (R -59, Y -47)
Kitajo Uchihide
|
Kitajo lines up the red enemy for another cluster of blows.
Flurry Unarmed Strike 1: 1d20 + 12 ⇒ (13) + 12 = 25 Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Elbow Smash: 1d20 + 7 ⇒ (13) + 7 = 20 Damage (Non-Lethal): 1d8 + 6 ⇒ (4) + 6 = 10Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 1
Flurry Unarmed Strike 2: 1d20 + 12 ⇒ (9) + 12 = 21 Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 1
Flurry Unarmed Strike 3: 1d20 + 12 ⇒ (9) + 12 = 21 Damage: 1d8 + 6 ⇒ (2) + 6 = 8 Jabbing Style Damage: 1d6 ⇒ 3
Flurry Unarmed Strike 4: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d8 + 6 ⇒ (4) + 6 = 10 Jabbing Style Damage: 1d6 ⇒ 4
Elbow smash damage applies if the punch prior hits. Jabbing style damage applies if I have hit the target this round.
Edmund DeCarth
|
Holding steady Edmund continues to release arrow after arrow after arrow into the blood red Duergar threatening Kissan. The arrows whiz by the unflinching cat, Edmund having anticipated each of her moves.
+1, Rapid, DA, Precise, Haste, PBS: 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12
Damage, MC +3: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
+1, Rapid, DA, Precise, Haste, PBS: 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13
Damage, MC +3: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11
+1, Rapid, DA, Precise, Haste, PBS: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
Damage, MC +3: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Friendly Fire Maneuvers, Kissan does not provide cover for Edmund
| Kissan the Jag |
Back towards Edmund, Kissan feels his arrows pass over and around her- all failing to land on the target. She sounds a guttural roar and continues to slash at the creature with tooth and claw.
Bite: 1d20 + 8 ⇒ (19) + 8 = 27
Damage, Bite: 1d6 + 2 ⇒ (1) + 2 = 3
Claw #1: 1d20 + 9 ⇒ (19) + 9 = 28
Damage, Claw #1: 1d4 + 2 ⇒ (2) + 2 = 4
Claw #2: 1d20 + 9 ⇒ (20) + 9 = 29
Damage, Claw #2: 1d4 + 2 ⇒ (1) + 2 = 3
Crit Confirm?: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
There are all those high numbers I have been missing...
GM Khaoz
|
Round 2.2 End
Barbo - Throws a ball of acid to the yellow shirted duergar.
Kitajo - Despite all the punches and elbows thrown, was only able to land the first hit.
Edmund - All three arrows fail to find an enemy on their path.
Kissan - All three attacks bring the duergar a little closer to the River of Souls.
Red Duergar (HP -81) - Tries to bring his hammer down on Kissan.Attack: 1d20 + 17 ⇒ (4) + 17 = 21 The first strike misses, swinging around, goes for the jag again. Attack; Crit confirm; Damage: 1d20 + 12 ⇒ (19) + 12 = 311d20 + 12 ⇒ (7) + 12 = 191d8 + 8 ⇒ (2) + 8 = 10 Kissan moves at the last second and luckily lessens the blow.
Yellow Duergar (HP -63) - Turns around swinging for Smarmy. Attack; Damage: 1d20 + 17 ⇒ (17) + 17 = 341d8 + 8 ⇒ (5) + 8 = 13 And strikes twice, fueled by hatred. Attack; Damage: 1d20 + 17 ⇒ (6) + 17 = 231d8 + 8 ⇒ (7) + 8 = 15
Round 3 Starts
Kitajo
Edmund
Kissan
Smarmy
Jeydahvu
Barbo
Mun
Selûne
Duergars (R -81, Y -63)
Kitajo Uchihide
|
More punches incoming from Kitajo.
Flurry Unarmed Strike 1: 1d20 + 12 ⇒ (10) + 12 = 22 Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Elbow Smash: 1d20 + 7 ⇒ (12) + 7 = 19 Damage (Non-Lethal): 1d8 + 6 ⇒ (5) + 6 = 11Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 1
Flurry Unarmed Strike 2: 1d20 + 12 ⇒ (11) + 12 = 23 Damage: 1d8 + 6 ⇒ (5) + 6 = 11
[/dice]Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 3
Flurry Unarmed Strike 3: 1d20 + 12 ⇒ (6) + 12 = 18 Damage: 1d8 + 6 ⇒ (1) + 6 = 7 Jabbing Style Damage: 1d6 ⇒ 1
Flurry Unarmed Strike 4: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d8 + 6 ⇒ (7) + 6 = 13 Jabbing Style Damage: 1d6 ⇒ 4
GM Khaoz
|
Round 3 Starts
Kitajo - Knocks his target unconscious with the first punch that lands. That's with flurry strike #2, strike #4 would also hit, but kill the duergar. @Kitajo: Do you want me to ignore the last hit?
Edmund
Kissan
Smarmy
Jeydahvu
Barbo
Mun
Selûne
Duergars (R -Unconscious or dead?, Y -63)
Smarmy
|
Oh ya, we're supposed to capture one, aren't we? =)
Smarmy gives a small cry as the duergar's blows, reeling from the damage. Any thought of taking him alive escape his thoughts, as he eyes the gray dwarf with murderous intent.
axe vs yellow, haste, flank: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27, for 1d8 + 4 + 3d6 ⇒ (1) + 4 + (1, 5, 2) = 13 damage.
If the first attack lands, he will use debilitating injury to penalize its AC by 2 (by 4 vs Smarmy's attacks) for 1 round, then attack it again, with the hasted attack.
hasted vs debilitated yellow, haste, flank: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18, for 1d8 + 4 + 3d6 ⇒ (4) + 4 + (6, 6, 3) = 23 damage.
Smarmy
|
Smarmy sneers at the dead duergar, then realizing the others are watching, wipes it off his face, and smiles.
"Oh, well done! I'm sure you would have had him any moment."
He frowns slightly. "Though I suppose the master of scrolls did ask for us to try to take one alive. I'm afraid you may have hit this fellow a little hard."
"Perhaps that one over there?" He muses, pointing off towards where Kitajo was pummeling the last one.
At least some of his damage was non-lethal... so it might still be breathing =)
He will take a moment to search the dead duergar for anything useful.
Kitajo Uchihide
|
Yeah, no fourth strike please
GM Khaoz
|
What will you do with the unconscious duergar? Shake her back to realm of the living? Invite her for Harsk-approved tea and biscuits? Tie her up with silk rope? (Looking at you for the last one Smarmy) Perhaps all, but not precisely in that order? =P
He will take a moment to search the dead duergar for anything useful.
DC 19potion of cure serious wounds (6),
DC 17potion of invisibility (2),
DC 17potion of resist energy (2),
DC 17potion of resist fire (3)
DC 18+1 full plate,
DC 21+1 light fortification chainmail,
DC 18+1 chainmail (2),
DC 18+1 heavy steel shield (4),
heavy steel shield
DC 18+1 warhammer (4),
mwk heavy mace,
mwk light crossbow with 20 bolts (2),
light crossbow with 20 mwk bolts (2),
light crossbow with 10 bolts,
DC 18+1 bolts (15)
unholy symbol of Droskar,
silver unholy symbol of Droskar,
onyx gem worth 200 gp,
onyx gem worth 250 gp,
silver dust worth 50 gp,
12 gp
PSA: This list took longer than expected, I hope you like it.
Mun of Ashava
|
As soon as he sees that others are taking care of capturing the final duergar for questioning, Mun immediately begins examining the corpses with Smarmy. His earlier annoyance at the dwarf seemingly disappeared, he works with Smarmy to strip them of their items and--almost lovingly--organizes and works on identifying them all. It takes some time, and multiple castings of detect magic to identify them all.
Potions
Spellcraft DC <19, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (17) + 9 + 4 + 2 = 32
Spellcraft DC 19, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (6) + 9 + 4 + 2 = 21
Spellcraft DC 17, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (9) + 9 + 4 + 2 = 24
Spellcraft DC 17, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (13) + 9 + 4 + 2 = 28
Spellcraft DC 17, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (15) + 9 + 4 + 2 = 30
Armor and Shields
Spellcraft DC 21, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (9) + 9 + 4 + 2 = 24
Spellcraft DC 18, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (11) + 9 + 4 + 2 = 26
Spellcraft DC 21, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (18) + 9 + 4 + 2 = 33
Spellcraft DC 18, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (3) + 9 + 4 + 2 = 18
Spellcraft DC 18, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (4) + 9 + 4 + 2 = 19
Weapons
Spellcraft DC 18, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (18) + 9 + 4 + 2 = 33
Spellcraft DC 18, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (11) + 9 + 4 + 2 = 26
Spellcraft DC 18, covetous, elven magic: 1d20 + 9 + 4 + 2 ⇒ (19) + 9 + 4 + 2 = 34
Other Items
Appraise DC 20, covetous, traveler's any-tool: 1d20 + 2 + 4 + 2 ⇒ (13) + 2 + 4 + 2 = 21
Once done catalogueing the magic items and other valuables, Mun takes a moment to heal Selune from the injury left by the duergar. He pulls out a wand and taps her with it a couple of times.
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Putting the wand away, he looks around to see if anybody needed him to activate a wand for them. Feel free to make your rolls, Mun can activate anybody's cure wand(s).
Finally, after feeling the weight of his back during the battle, he takes out one final wand and casts it on himself. Casting ant haul
Jeydahvu
|
Assuming someone can identify, Jeydahvu will take:
potions of cure moderate wounds (2),
potion of cure serious wounds (1),
potion of resist energy (1).
Barbo Beezle
|
Barbo looks at the unconscious duargar for a moment, then goes to strip the bodies. Turning around, he looks in shock at Mun’s Clearly laid out and organized pile of loot. He whispers, ”Huh. Must be getting old. “ He looks over the loot and shakes his head. ” Nothing useful for a wizard like me. I can cast Invisibility twice, those potions could be handy for the rest of us. “
| GM Redelia |
Kreighton Shaine steps over the bodies of fallen duergar and addresses the hall. “I’m stating the obvious when I say we are not alone. Some of our comrades managed to capture one of the attackers, a cursed dwarf known as a duergar. It seems the citadel was once in their hands, but a demon they call ‘The Horned One’ wrested Jormurdun from them and now rules from the sky citadel’s throne room. Our mission has not changed. It is still imperative that we study what we discover—not only for posterity but also in case the dwarves who built Jormurdun left behind any tools that we might turn against the demons and duergar. Now where was I before being interrupted? Ah, the stairways! Our early reconnaissance shows that the stairs to the north lead to what we’re calling the temple district, and those to the south lead to the armorer’s district. Spread out, help to secure the district you’re investigating, and find the path to that throne room. Above all: explore, report, and cooperate!”
GMs, you may now begin part 3. The cathedral is claimed, and the armorer’s and temple districts have been discovered, and so are available to your tables. We will move on to Part IV on approximately February 4. Please make sure the map of Jormurdun which I have posted in the GM thread is in your campaign header so your players can see it.
GM Khaoz
|
Smarmy reaches a busy Kreighton, surrounded by some of the highest ranking agents in the Cathedral, the expedition leader takes a moment to listen to the dwarf. "Thanks for the report! You should get together with a group so you can, somewhat, safely keep exploring. I'll send someone over to that duergar, perhaps we can get her cooperation. -Shaine turns his attention back to his conversation-
"Wait, if you do have a group, please share this with them." A small scroll is handed to Smarmy.
Handout 1, Further Instructions The link goes to a slide containing the following text.
Voting time: Temple district or Armorer's district.
Kitajo Uchihide
|
Quickly perusing the scroll Kitajo nods once as if he has mad a decision. I feel that I would be more comfortable in the temple district. I know very little about armour
Barbo, would you mind using my wand of mage armour on me please?
Mun of Ashava
|
"Indeed, my own expertise includes religion. Let's see who or what has been being worshipped here."
GM Khaoz
|
You take nearly 15 minutes going from the Cathedral to the Temple District, it has the greatest concentration of public temples and shrines dedicated to Torag. There is at least one large place of worship dedicated to each of the major dwarven deities, other than Droskar. Several smaller shrines dedicated to lesser cults are nestled in alleys.
Walls surround this map area, save for a 10-foot wide opening at the center of the southern edge.
A cracked, squat idol sits atop this raised, irregular platform. It depicts a toad-like being with a bloated head and numerous tentacles wriggling from its loathsome form. Green mold lines a slimy indentation before it and runes ring the platform’s edge, glowing with a sickly, purplish hue. The idol’s sightless black eyes glare malevolently.
Edmunds's Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Jeydahvu's Perception: 1d20 + 12 ⇒ (4) + 12 = 16
Kissan's Perception: 1d20 + 7 ⇒ (8) + 7 = 15 +8 scent
Kitajo's Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Mun's Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Selûnes's Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Smarmy's Perception: 1d20 + 8 ⇒ (20) + 8 = 28 +2 stonecunning
After taking a look at the toad-like statue, careful not to touch anything, most of you, bar the bear and the samsaran, have located a small tome —ancient sheets of vellum between worn leather covers— sitting beneath the thing’s tentacles. Kitajo, Mun and Smarmy can also see that the eyes of the idol are made of polished obsidian, although Smarmy knows that in order to remove the gemstones, the Pathfinders would need to destroy the idol itself.
Edmund DeCarth
|
As the battle closes, Edmund let's out a sharp whistle. The cat stops pawing at this lifeless prey and trots back towards the human- tongue lolling out of her mouth and a proud look on her face.
Edmund produces a wand from his belt and taps her with it. The wave purple energy washes over the cat and a gash across her left should begins to stitch up. Her muscles stiff for a moment, recoiling from flash, before returning quickly to her relaxed and playful demeanor.
Heal: 1d8 + 1 ⇒ (8) + 1 = 9 HP 26/27
Stowing the wand, Edmund drops to a knee and tussles her roughly behind the ears. "Good girl! I am so proud of you! Of course I saw you hit him... no really, I think you did better than me."
-----------------------
A few moments later, he groups with the other in his pathfinder assembly.
Looking over the piles of belongings Mun has organized, he nudges the piled armor with his foot. "Heavy stuff. Don't know how ya'all can move in these metal boxes. I can't imagine the heat"[/]. Likewise, he passes the weapons with hardly an interest. Only the rapier catches his eye, before looking at his bow and moving onward.
[b]"Where did these Duergar get so much enchanted stuff? What else could be buried deeper into this tomb?"
Finally reaching the potions, he waits until the others have chose. "Seems like there might be something of use here"
TLDR; I'll take the rapier if it is going to go unclaimed, other wise I wouldn't mind a resist energy or fire resistance. If healing potions are left, I'll take one, but there are others that likely need them more
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The trip through the tunnels is quick, Edmund's way lit by the ioun stone floating about his head. Bow knocked, he stays alert for additional threats- Kissan padding along at his side.
Upon reaching the temple district, Edmund begins to look around at the ancient reliefs and carvings. "I ain't got much use for dead and ancient God's. Anyone here able to tell me what I am lookin' at?"
Kitajo Uchihide
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Kn Religion: 1d20 + 7 ⇒ (7) + 7 = 14
I don't know much about this temple complex. I can't really say that anything is coming to mind.
Smarmy
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Smarmy nods and agrees that the Temple district is clearly the right way to go, though in reality, he would rather go to the forges... the true strength of any dwarven city. Not to mention, if one wanted to find the throne room, one should be going down, not up. Up was not the direction of stature in dwarven society.
But he smiles, and nods, and goes along with the others.
He grabs some of the duergar's equipment before he does so, just in case.
Will snag a +1 warhammer, and the mwk lt crossbow
Will grab, and drink one of the cmw potions too! 2d8 + 3 ⇒ (5, 2) + 3 = 10
The sight of the strange tentacled toad statue throws him a bit, reminding him of some of the stories his parents used to throw at him when he was young. But, like then, he payed it little heed, though noted the valuable stones, in case they needed to be liberated later, when no one was around to bear witness.
He does frown at Kitjo for a moment, before it disappears, replaced by a neutral look.
"I'm sure you all see the tome there." He points out, sure that many of them probably did not. "I'm sure it's just the sort of thing we're supposed to collect, wouldn't you agree?"
He doesn't make any immediate move to do that, despite his words.
Barbo Beezle
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Barbo looks at Kitajo and smiles. "I agree! We should match!" He takes the offered wand and taps Kitajo once with it. Returning the wand, he twists his own wrist and summons another wand. Tapping it against his chest softly, a thin shield of force covers his body.
Knowledge (Religion): 1d20 + 14 ⇒ (4) + 14 = 18 Dear goodness...
He notices the Tome when Smarmy points it out. "I have an invisible friend. Does what I ask. Like a butler! I could summon him and ask him to fetch it. Seems kinda risky to do myself." He looks down at his frail hands. "Ya know?"
I can cast Unseen Servant and have it grab the tome!
Mun of Ashava
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Knowledge (religion): 1d20 + 6 ⇒ (16) + 6 = 22 (Can't take 10 on Knowledge, Smarmy!)
"They call it The Dweller Below. It's an old bogeyman that represents the evil that drove the dwarves up from the deep." Mun shivers as he looks at it, an inborn reaction to such a disturbing evil.
"Barbo, if you think you can get that tome out without endangering any of us, I'm fully in support. But let's all be on our guard anyway; who knows if it's trapped or will otherwise trigger something nasty from this beastie here."
_______________________
From the duergar loot, this is what I see claimed (including Mun's own claims, added now):
Cure moderate (6) - Jeydahvu (2), Smarmy (1), Edmund (1)
Cure serious (6) - Jeydahvu (1)
Invisibility (2) -
Resist Energy (2) - Jeydahvu (1), Edmund (1)
Resist Fire (3) - Mun (2)
+2 full plate -
+1 full plate -
+1 light fortification chainmail -
+1 chainmail (2) -
+1 heavy steel shield (4) -
heavy steel shield -
+1 rapier - Edmund
+1 warhammer (4) - Smarmy (1)
mwk heavy mace -
mwk light crossbow with 20 bolts (2) - Smarmy (1)
light crossbow with 20 mwk bolts (2) -
light crossbow with 10 bolts -
+1 bolts (15) -
Barbo Beezle
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Barbo nods at the others’ support and waves his hands. Casting Unseen Servant.. He pauses a moment, staring at the air in front of him. ”Welcome, Jeeves. Now, I have a very important job for you. No, it’s not just holding my wands this time. Yes. That is important.. He points to the tome. ”Fetch. Good boy.”. The slight shimmer in the air moves towards the tome and attempts to pick it up and return it to Barbo.
Jeydahvu
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Jeydahvu will take two more cure serious wounds - he's probably going to carry that loot anyhow based on carrying capacity.
Edmund DeCarth
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Thank you Mun!
The human stands quietly off to the side while Barbo's summoned creature attempts to take the tome. His posture is stoic, braced against the worst possible outcome of messing with the book.
He takes a deep breathe and exhales- clearing his mind and his vision. His eyes flash purple for a split second and the world around him begins to glow with a muted brightness- areas of evil glowing brightly to his sight.
Cast: Detect Alignment (evil), at will
Jeydahvu
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"Smarmy: are you not the group's locksmith? can you erase these magical runes?"