"Archer"
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"We should divide out the stuff here that we found. How about everyone but Rorik and Malsuza takes two alchemists fire. Those two take 1 each. Then, perhaps, myself, Gordy, and Witz each take a tanglefoot bag. Everyone but Witz and myself can take a soul stimulant. Does that make sense?" asks Archer.
survival: 1d20 + 13 ⇒ (6) + 13 = 19
GM do the ruts go into the water? If not, Archer will investigate the walls they go to?
perception: 1d20 + 2 ⇒ (12) + 2 = 14
survival to track: 1d20 + 13 ⇒ (6) + 13 = 19
GM Worg
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Slide 7 for visual reference.
Observing the pool, you notice a few details of interest. The water is crystal clear and goes 8 feet deep into the ground. Translucent, eyeless fish swim in the water, along with cave insects and mold. If you decide to boil the water, you could remove the mineral taste and make it safe for consumption.
Archer notices that there appears to be three sets of tracks here that were recent. Interesting to note is that some of the tracks look like they burst from the ground going up. The other seems to be small insect like tracks that lead just further up the path, going up on an above balcony cave.
Then he hears it, the sound of what must be a large cricket. Looking above, he sees what looks like strange cricket plant monstrosities!
Before we begin initiative, everyone please update their headers for their characters :) will continue initiative tomorrow night.
GM Worg
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Initiative Archer: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative Gordy Grimes: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative Kipp: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Malsuza: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative Rorik: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Witz: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Blue Aberration: 1d20 + 9 ⇒ (8) + 9 = 17
Initiative Red Aberration: 1d20 + 9 ⇒ (5) + 9 = 14
Initiative Green ???: 1d20 + 4 ⇒ (5) + 4 = 9
Round 1: FIGHT!
Light Condition: Party Light
Active Buffs: None
Active Penalties: None
Kipp(-0,Fine)
Archer(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Blue Aberration(-0,Fine)
Gordy Grimes(-0,Fine)
Witz(-0,Fine)
Red Aberration(-0,Fine)
Fungal Crawler
N Small Aberration
This giant fanged cricket is caked in pungent fungal growths and topped with a mushroom-like cap.
1 Question @18, 2 Questions @23
Malsuza
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Sensing enemies nearby, Malsuza creeps over to the wall and prepares to climb it. Then, her form shudders, producing a trio of bladed pseudo-pods. These appendages gesture wildly, likely trying to get Doggoth's attention.
Handle Animal, DC 15, Defend (Master): 1d20 + 12 ⇒ (2) + 12 = 14
Moving up, pulling out the weapons, and ordering Doggoth to back her up.
Rorik.
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dungeoneering: 1d20 + 12 ⇒ (2) + 12 = 14
Rorik draws his longspear then moves 5ft closer taking a swing at the blue aberration
Long spear power attack: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 211d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10
If he can't reach he will ready an attack for the first enemy in reach
Kipp warpriest of Madness
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Kipp moves up to one of the creatures saying "Well, well, well. What have we here... Things to splat!" Kipp then draws his flail.
double move, quick draw heavy flail.
"Archer"
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Archer calmly starts firing at red past Rorik. He calls upon Erastil to protect him, increasing the potency of his armor.
bow, PBS, DA, RS: 1d20 + 12 + 1 - 2 - 2 ⇒ (8) + 12 + 1 - 2 - 2 = 17 CI/Magic arrow, PBS, DA: 1d8 + 5 + 1 + 4 ⇒ (6) + 5 + 1 + 4 = 16
bow, PBS, DA, RS: 1d20 + 12 + 1 - 2 - 2 ⇒ (6) + 12 + 1 - 2 - 2 = 15 CI/Magic arrow, PBS, DA: 1d8 + 5 + 1 + 4 ⇒ (1) + 5 + 1 + 4 = 11
He shakes his head at himself, obviously not satisfied with his results.
GM Worg
|
Round 1: FIGHT!
Light Condition: Party Light
Active Buffs: None
Active Penalties: None
Kipp(-0,Fine)
Archer(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Blue Aberration(-10,Fine)
Gordy Grimes(-0,Fine)
Witz(-0,Fine)
Red Aberration(-27,Dead)
Attack Roll Blue Bite VS Kipp: 1d20 + 6 ⇒ (1) + 6 = 7
Attack Roll Blue Claw VS Kipp: 1d20 + 6 ⇒ (16) + 6 = 22
Attack Roll Blue Claw VS Kipp: 1d20 + 6 ⇒ (10) + 6 = 16
Damage Roll Blue Bite VS Kipp: 1d6 + 2 ⇒ (3) + 2 = 5
Damage Roll Blue Claw VS Kipp: 1d4 + 2 ⇒ (4) + 2 = 6
Damage Roll Blue Claw VS Kipp: 1d4 + 2 ⇒ (4) + 2 = 6
Archer dispatches the red Fungal Crawler aberration with minimal effort, but the blue one still stands. It digs its claws into Kipp!
What Happened
Fungal Crawler: Full Round Attack Kipp, 6 Damage!
GM Worg
|
Round 1 & 2: FIGHT!
Light Condition: Party Light
Active Buffs: None
Active Penalties: None
Kipp(-6,Fine)
Archer(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Blue Aberration(-10,Fine)
Gordy Grimes(-0,Fine)
Witz(-0,Fine)
Red Aberration(-27,Dead)
Green ???(-0,Fine)
Malsuza
|
The wobbly purple slime that is Malsuza creeps up the nearby wall, slow and steady in her ascent. There, at the top, she manages to gesture at the monster in hopes of getting Doggoth's attention.
Oozing up the wall and moving into a flank position for Doggoth.
Handle Animal, DC 15, Attack: 1d20 + 12 ⇒ (10) + 12 = 22
Kipp warpriest of Madness
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"Bite it! Hit it! Good Doggy!" Kipp says as he sees Doggoth tare into the the creature before swinging himself.
Power Attack. Flail Damage: Bludgeoning, Magic, Adamantine. Bite Damage: Bludgeoning, Piercing, Slashing.
heavy flail: 1d20 + 7 ⇒ (9) + 7 = 16 +4 if a successful trip damage: 1d10 + 11 ⇒ (2) + 11 = 13
Secondary Bite: 1d20 + 2 ⇒ (1) + 2 = 3 +4 if a successful trip damage: 1d8 + 9 ⇒ (6) + 9 = 15
Gordy Grimes
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Gordy gathers power and sends himself flying at the bizarre cave insectoid fists first.
"I'm gonna get ya' you scurvy cave bug!"
Blade Rush: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Blunt, Magic: 3d6 + 9 ⇒ (1, 4, 4) + 9 = 18
After delivering his attack with a splashy charge, Gordy dangles in the air for a brief second before slowly drifting back down to the ground.
How high up is the cave bug, anyways? Can we reach it from the ground?
The Cap'n waddles closely behind Gordy, ready to attack anything threatening that jumps out at him.
The Cap'n will ready an attack on the first enemy that comes within range.
"Archer"
|
”We will have to be better than that next time, won’t we?” says Archer to himself, and perhaps his bow. ”Old Deadeye won’t be happy with that poor marksmanship, regardless of whether I hit the target or not.”
assuming the bug still stands
Archer takes more careful aim, going for a single, more accurate shot.
magic bow, DA, PBS: 1d20 + 12 - 2 + 1 ⇒ (7) + 12 - 2 + 1 = 18 CI Magic arrow, DA! PBS: 1d8 + 5 + 4 + 1 ⇒ (6) + 5 + 4 + 1 = 16
”No, that was not much better. Really, get a hold of yourself, Archer. Don’t let these unusual Pathfinders shake your aim. ”
GM Worg
|
Round SURPRISE!!!!: FIGHT!
Light Condition: Party Light
Active Buffs: None
Active Penalties: None
Kipp(-6,Fine)
Archer(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Blue Aberration(-31,Dead)
Gordy Grimes(-0,Fine)
Witz(-0,Fine)
Red Aberration(-27,Dead)
Green ???(-0,Fine)
Attack Roll Green Bite VS Witz: 1d20 + 13 ⇒ (9) + 13 = 22
Damage Roll Green Bite VS Witz: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (6) = 15
Spirosek
CN Medium Magical Beast
The rear limbs of this elk-sized insectoid loop into a large, chitinous sphere, and it nimbly propels itself forward with balance and grace.
1 Question @21, 2 Questions @26
Doggoth, Kipp, and Witz dispatch the Fungal Crawler aberration. It almost felt too easy with how quick that was.
Then the ground behind Witz bursts open, and suddenly a strange creature comes forth and bites at the hapless bard!
What Happened
Green Creature: Tremorsense, Burrow, Attack Witz! 9 Damage and 6 Bleed
Gordy: Can revise turn
Archer: Can revise turn
Rorik: Still has a turn
Witz: Not much to learn about dead targets, though you figure these must have been the original prey for the beast now biting into your legs.
"Archer"
|
"Another creature? Erastil, guide my aim!" calls out Archer, as he steps up and lets two arrows fly at the new creature!
Magic bow, PBS, DA, RS: 1d20 + 12 + 1 - 2 - 2 ⇒ (19) + 12 + 1 - 2 - 2 = 28 magic ci arrow, PBS, DA: 1d8 + 5 + 1 + 4 ⇒ (2) + 5 + 1 + 4 = 12
Magic bow, PBS, DA, RS: 1d20 + 12 + 1 - 2 - 2 ⇒ (15) + 12 + 1 - 2 - 2 = 24 magic ci arrow, PBS, DA: 1d8 + 5 + 1 + 4 ⇒ (1) + 5 + 1 + 4 = 11
"Yes. Much better, if I do say so myself." he nods.
Gordy Grimes
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Gordy and the Captn move back to attack the new for.
Kinetic Blade: 1d20 + 11 ⇒ (11) + 11 = 22
Blunt, Magic: 3d6 + 9 ⇒ (5, 2, 4) + 9 = 20
Capt'n Slam: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Slam: 1d6 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Rorik.
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Arcana: 1d20 + 12 ⇒ (12) + 12 = 24special attacks?
Rorik moves 20ft south and stabs at the creature with his spear
Longspear power attack: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 181d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11piercing cold iron damage.
GM Worg
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The party lands some hefty and deadly blows against the Spirosek, and it retreats, discarding Witz and realizing that missing out on a meal is better than death.
With the path clear once again, a search through the nest of the Fungal Crawlers leads to an interesting find.
Ring of Sustenance.
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Without further delay, the party can continue through the tunnels once again. Provided, they eat something to continue this long trek.
Countless small halls and chimneys break off from the primary tunnels here, blocked or redirected by occasional collapses, and creating a dizzying, three-dimensional maze.
Lost for...: 1d6 ⇒ 6 Hours.
Something Bad Happens 20%: 1d100 ⇒ 49
Gordy Grimes
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Gordy gets out his wayfinder and attempts to assist his companions navigate the twisting underground tunnels.
Aid Survival: 1d20 + 4 ⇒ (18) + 4 = 22
"Archer"
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Spellcradt: 1d20 + 5 ⇒ (3) + 5 = 8 no clue!
survival: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
Archer does his best to lead the team through the winding, three dimensional maze. He snacks on some trail rations as he walks.
Witz Geschichtserzähler
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clw wand: 1d8 + 1 ⇒ (3) + 1 = 4
clw wand: 1d8 + 1 ⇒ (2) + 1 = 3
clw wand: 1d8 + 1 ⇒ (1) + 1 = 2
clw wand: 1d8 + 1 ⇒ (1) + 1 = 2
clw wand: 1d8 + 1 ⇒ (4) + 1 = 5
finally all healed
Malsuza
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Survival, feeding herself: 1d20 + 11 ⇒ (1) + 11 = 12
R E A L L Y
The smile follows along, occasionally darting off and squeezing between narrow stones to fish for a relatively harmless creature to hunt. She does manage to take care of herself, if just barely.
She is unable to gather enough food to feed Doggoth, sadly. At her behest (via wriggling tendrils) she signals her Sergei to offer up a doggy treat for the trouble.
Gordy Grimes
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"If anybody's canteen starts runnin' low, just give ole Gordy a holler. I can make more water than you'd ever be able to drink in yer life."
A stream of fresh water drips out of his beard as he wrings it out with his hands.
"Plenty more where that came from."
GM Worg
|
Countless small halls and chimneys break off from the primary tunnels here, blocked or redirected by occasional collapses, and creating a dizzying, three-dimensional maze.
Without careful navigation here it could be fatal..
We need 3 Survival Checks total. Feel free to aid another as needed.
"Archer"
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Archer leads the navigation effort...
Aid another would be helpful
survival: 1d20 + 13 ⇒ (18) + 13 = 31 +2 if wayfinder would be helpful
survival: 1d20 + 13 ⇒ (3) + 13 = 16 +2 if wayfinder would be helpful
survival: 1d20 + 13 ⇒ (14) + 13 = 27 +2 if wayfinder would be helpful
Gordy Grimes
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Gordy Aid 1: 1d20 + 2 ⇒ (5) + 2 = 7
Cap'n Aid 1: 1d20 + 0 ⇒ (18) + 0 = 18
Gordy Aid 2: 1d20 + 2 ⇒ (16) + 2 = 18
Cap'n Aid 2: 1d20 + 0 ⇒ (20) + 0 = 20
Gordy Aid 3: 1d20 + 2 ⇒ (10) + 2 = 12
Cap'n Aid 3: 1d20 + 0 ⇒ (18) + 0 = 18
"These caves be endless! Perhaps some of ye lads would like to hear a rousing sailor shanty to help pass the time? I know all kinds a songs."
Kipp warpriest of Madness
|
survival: 1d20 + 2 ⇒ (7) + 2 = 9
survival: 1d20 + 2 ⇒ (3) + 2 = 5
survival: 1d20 + 2 ⇒ (5) + 2 = 7
"Hey, I know a sea shanty! I sang it to some ghost. Now how did it go again..." Kipp says before beginning his song.
untrained sing: 1d20 - 1 ⇒ (17) - 1 = 16
The last time I rolled for this song I got a 15... Kipp is improving, but only with his sea shantys.
Rorik.
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survival hunting: 1d20 + 10 ⇒ (6) + 10 = 16
Rorik skewers a large cave bat with his longspear, providing enough food for himself and 3 other's.
Gordy Grimes
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Gordy sings along with the mad priest.
Performance:Singing: 1d20 - 2 ⇒ (2) - 2 = 0
"This cave albatross ya caught ain't too bad. Wish we had some some nice potatoes or some pickled cabbage to go with it, but ya' can't have everything I guess."
GM Worg
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With the combined effort of the party, the navigation of the tunnels is smooth and easy. You notice a few paths that smell fairly foul and take none of them. The continued path you follow leads to large chamber with brilliant stripes of red and black stone. Growths of glittering crystal lines this massive chamber's central pillar.
You see a light source along with someone's shadow. The sound of a fast-paced conversation between one person is taking place.
GM Worg
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"Hey, looks like it's starting to get dark. Let's go outside, I wonder if it would be alright? With the help of just a little tiny magic spell... No, I shouldn't have put a ring on it. Maybe I should have added some spice and fire. Less fire. More fire. Equilibrium! if they aren't spicy then they aren't real. This is no place for children."
This is all coming from one voice.
Gordy Grimes
|
Gordy will head back to report, using message if someone happens to have it.
"Fella up ahead seems to have got some kinds a madness. He be talking a lot about fire though, and magic. And he said this ain't no place for children. I think we best be cautious in our approach."
"Archer"
|
"I'll be honest." explains Archer. "I may be able to track pretty well, but stealth just isn't a skill that I am particularly good at. I am better than some, but that's more a thing of natural agility than training.
"So, that being said, I am actually partial to being straightforward. Why don't we just approach this person, and engage in conversation.
"Mind you, I think we should all be resistant to fire if we do."
If the party agrees to this strategy, he will cast resist energy to gain fire resistance 20.
Kipp warpriest of Madness
|
"I'm gonna go say Hello to the new guy!" Kipp says as he rushes forward to greet the groups new friend. he will accept resist energy if archer wants to cast it on him.
GM Worg
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"Oh! No need to take your shoes off! I'm coming!" A voice calls out towards you all. You hear many shuffling steps and the sound of a few objects dropping. Eventually from the passage an orc with a stone slate upraised on his arms and black wild hair steps out. "Ah, young visitors. Good of you to come out on such a night like this!" He shuffles his way up to Kipp, who is the most forward of the party.
From here you can see what is on the tray; cooked cave rats and crispy bat wings, as well as a few that are uncooked. "My my, you must be a tiger." He says to Kipp, reaching down and picking up one of the rats and handing it over to Kipp. "I must say I haven't had visitors here in... Oh... Lets see... At least a week now." He shoves the cooked rat into Kipp's mouth before going down the line to the next person.
Slide 7
Kipp warpriest of Madness
|
Kipp eats the food he has had shoved in his mouth before talking to our nufriend "Hey, that's not bad. Way better than undead or fogs. Oh! I'm Kipp by the way, I'm a fox, and these are my friendpanions and fellow pathfinders. Grumpy Fox, Mister Jokester, Bow-man, Miss Guu, Good-boy-dogo, Salty-Sea-Dwarf, and Brain snake. Who are you Mister Orc-Chef?" Kipp introduces each person as their new friend walks up to them.
Malsuza
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Upon watching her allies moving towards the strange individual, she moves forward, all the better to not be left out! As she does, her form stretches out and reshapes itself, with the shape of a humanoid body pressing against her surface as though it were expanding from the size of a pebble to the size of a human.
The thin layer of slime surrounding Malsuza's new form pops like a bubble, revealing the leather-clad form of a female half-orc. She grins a toothy grin, flexing her muscles.
"Oh man, it's nice to be back on a pair of legs after a few days of..." she trails off, watching their newfound friend feed a rat to Kipp. "Well, wasn't expecting hospitality down here."
"Archer"
|
"I'm gonna go say Hello to the new guy!" Kipp says as he rushes forward to greet the groups new friend. he will accept resist energy if archer wants to cast it on him.
Sorry, now that I read what I said, I can see how it can be misunderstood. Archer has a single casting of resist which he was plannign on putting on himself
"Good day, sir" says Archer. "And I am known as 'Archer'." he says, raising an eyebrow at Kipp. 'Being known only as "the archer" was bad enough...'