| GM supervillan |
"The barrier is my doing" Julian explains. "The ward contains magic that is trying to seep out from the complex within. I suppose I just hoped others would arrive to help, since the Shoanti sent for aid. They themselves have a taboo when it comes to Thassilonian ruins. It seems my hope was well placed.
And yes, I have been maintaining the ward since I raised it several days ago. Four? Five? I've lost count. I'm out of restorative spells and have little food left." Julian accepts the rations offered by Arin and digs in hungrily.
"If we are to make this place safe, you must go beyond the door and eliminate whatever focus of magical energies you can find: it might be a creature or an object. Once you’ve done that, I should be able to finish a permanent ward.”
Mythryndyr
|
Myth shrugs. ”Let’s get to it then...”
When the party is ready to proceed, Myth will head through the door with bow drawn, keeping an eye out for danger and traveling as quietly as he can...
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Stealth: 1d20 + 21 ⇒ (12) + 21 = 33
Dale the Sage
|
Dale listens intently, even taking a few notes as Julian describes what he expects them to accomplish "Sounds quite interesting. I'm sure we'll recognize the focus." He hands Harold his journal and begins to limber himself up with some stretches.
"Medical data shows some stretching and light cardio before strenuous exercise is good for you." He starts doing a few jumping jacks, looking at the others expectantly.
"We're going in stealthy? Sounds good, I can be pretty sneaky on a good day." Dale assumes stealth mode, blending in as best you'd expect someone like him to.
Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Ayo of the Radiant Eyes
|
Ayo takes a moment to cast some of her more long-term buffs. Heightened Awareness, Discovery Torch, and See Invisibility. She does not discharge heightened awareness in combat, preferring the skill boosts
"I am not stealthy." As such, she makes sure to follow a good ways behind Myth.
Perception (heightened awareness, discovery torch): 1d20 + 9 + 2 + 2 ⇒ (16) + 9 + 2 + 2 = 29
Stealth: 1d20 - 7 ⇒ (18) - 7 = 11
Hskoro Tailfeather
|
Hskoro frowns, "Stealth huh? That might pose a problem with me." He tries to move as silently as possible with his heavy armor on.
Stealth: 1d20 - 5 ⇒ (13) - 5 = 8
Arin Qualnoh
|
Wait, why are we being sneaky? Yes, we will go beyond and find the source...
Stealth: 1d20 + 2 ⇒ (3) + 2 = 5 Another all-left-feet challenger appears!
| GM supervillan |
Myth slinks into the shadows, slipping between the Thassilonian portals as Julian creates a brief opening for you.
As the rest of you follow, the clank of your steel-shod boots is barely loud enough to be audible at 200 paces...
You find yourselves in a worked-stone passageway, 8 feet tall and 5 feet across. Yellow light fills the corridor, given off by regularly spaced sconces that bear enchanted flames.
A stone door is visible ahead, at the end of the corridor. Some way before the door is a large pile of ancient-looking books arranged haphazardly in a great heap, many of them showing obvious signs of damage.
I've put Myth at the front, since he described sneaking in ahead of you. We're on Slide 3 - you may need to scroll down the page.
Hskoro Tailfeather
|
Following behind Myth as he slinks through the passageway but giving him enough room as to not hamper his sneaking too much.
When arriving at the pile of books, he glances at some of them to see if he recognizes any languages.
Dale the Sage
|
Dale quickly realizes his stealthing isn't very good, certainly not compared to the Myth, the Legend. Luckily he's quickly distracted by the runed, magical torches.
He pulls out his wayfinder and clicks it onto scan mode and checks out the magical auras as they present themselves.
K arcana DC21, cog, heroism: 1d20 + 14 + 4 + 2 ⇒ (14) + 14 + 4 + 2 = 34
He lifts one off the sconce and smiles "Continual flames, very nice. If anyone doesn't have a lights source I suggest you take one with you!" He hands one to Harold then continues on. Harold returns it to the wall and shakes his Dwarven head.
"Tomes? Oooo baby, let me at 'em!" He pushes his way ahead to check them out, first with detect magic then with 'detect Dale'.
Dale also will consume a couple extracts prior to: alchemical allocation (heroism) and cognatogen: +4 int, -2 str, +2 natural armor. Both last 50mins.
Arin Qualnoh
|
Arin approaches the pile of books and glances at the spines for a sampling of them, to see if there is a theme that they represent or if it's a collection of truly random titles.
Perception, survey book titles: 1d20 + 8 ⇒ (15) + 8 = 23
Arin will use his comprehend langauges SLA to identify such books.
Malaz Bourreau
|
Confident the others have the bibio-centric situation well at hand, Malaz merely looks them over for magical auras. He then searches the rest of the hallway for any trap before moving forward toward the door.
Perception: 1d20 + 14 ⇒ (3) + 14 = 17
If he detects no magic emanating from the books, hallway (other than the Continual Flame) or floor, Malaz will move up to be 5' from the door.
If he detects a problem, he will hold his position and alert the others.
Arcana {if needed}: 1d20 + 11 ⇒ (6) + 11 = 17
Ayo of the Radiant Eyes
|
Once the others have given the go-ahead, Ayo cautiously steps over the books, joining Malaz at the front.
Perception to Check Door for Traps: 1d20 + 13 ⇒ (12) + 13 = 25
”Shall we continue?”
Hskoro Tailfeather
|
Hskoro moves up to the door and waits for the clear from those checking for traps before he opens the door and steps through.
| GM supervillan |
Taking your posts in order....
Dale detects magic auras from the books, and excitedly pushes forwards to examine them as Arin notices text in a number of languages, including Common and Thassilonian, though too haphazard to be sure of the contents. Myth thinks the pile is safe, but sadly Dale proves him wrong. The book pile conceals a sensitive tripwire, which Dale activates - and discovers that the books also conceal multiple sharp iron spikes fixed into a wooden board, that springs up scattering ancient paper and vellum...
trap vs Dale (flatfooted): 1d20 + 15 ⇒ (9) + 15 = 24damage: 1d4 + 2 ⇒ (3) + 2 = 5
trap vs Dale (flatfooted): 1d20 + 15 ⇒ (2) + 15 = 17damage: 1d4 + 2 ⇒ (2) + 2 = 4
trap vs Dale (flatfooted): 1d20 + 15 ⇒ (1) + 15 = 16damage: 1d4 + 2 ⇒ (1) + 2 = 3
trap vs Dale (flatfooted): 1d20 + 15 ⇒ (20) + 15 = 35damage: 1d4 + 2 ⇒ (1) + 2 = 3
trap vs Dale (flatfooted): 1d20 + 15 ⇒ (8) + 15 = 23damage: 1d4 + 2 ⇒ (3) + 2 = 5
confirm crit?: 1d20 + 15 ⇒ (7) + 15 = 22damage: 1d4 + 2 ⇒ (2) + 2 = 4
...impaling the sage on the spikes! Total 21hp damage.
Both Dale (once he extracts himself from the dastardly trap) and Malaz still sense magic from the pile of ruined books. Searching through, they find a scroll and a small metal box containing a glass bottle, and on the inside cover of one of the books is a metal plate.
The scroll holds four spells:
Dale I believe that since Alchemists are able to decipher alchemical formulae from wizard scrolls and spellbooks, you can open the Read Magic spoilers above - none of the scroll spells are on the alchemist list though.
I'll delay adjudicating on Hskoro opening the next door until you're done with Dale's wounds and the treasure.
Malaz Bourreau
|
Spellcraft: 1d20 + 13 ⇒ (8) + 13 = 21 BAH!
Spellcraft: 1d20 + 13 ⇒ (5) + 13 = 18 DOUBLE BAH!
Dale the Sage
|
Harold slaps his forehead as Dale falls for the oldest trick in the book: a nail. "Maybe next time you should look before you try to read Dale..."
Undeterred Dale pulls the impaled board off his face, whining and grunting the entire time "Who would do such a thing? Priceless relics, the written word is just..." He quickly stops himself as he answered his own question. "GOBLINS. To them these things are evil. That makes a lot more sense now... stupid goblins."
Dale draws out a wand, at least you suspect its a wand. It looks more like a long handled grilling fork though. He licks the tines and then proceeds to gently poke himself with it, inciting the following phrase each time.
"Oooo Juicy!" Drool! Meat Fork o CLW: 1d8 + 1 ⇒ (1) + 1 = 2
"Oooo Juicy!" Drool! Meat Fork o CLW: 1d8 + 1 ⇒ (4) + 1 = 5
"Oooo Juicy!" Drool! Meat Fork o CLW: 1d8 + 1 ⇒ (4) + 1 = 5
"Oooo Juicy!" Drool! Meat Fork o CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Afterwards he turns his attention to the items that seem to be troubling Malaz so much.
"Oh, that one is interesting... a metal plate?" He blasts it with his wayfinder and studies the auras left behind.
Detect magic spellcraft, cog, heroism: DC28: 1d20 + 13 + 2 + 2 ⇒ (7) + 13 + 2 + 2 = 24
"Its magic. What kind I'm not sure though." He moves on to the bottle and has much better luck.
Detect magic spellcraft, cog, heroism: DC22: 1d20 + 13 + 2 + 2 ⇒ (16) + 13 + 2 + 2 = 33
"A word bottle." He looks closer to see if there are indeed any words on the parchment inside.
"Lots of neat things here. The books alone are still valuable and worth a good read!" He waves Harold over to help gather the up and load them into Dale's Haversack.
Dale can indeed read the scrolls and would be happy to use them via UMD if no one else thinks they would. His offensive abilities are pretty fluid for spending time using consumables like scrolls and wands.
| GM supervillan |
There are no words sealed in the word bottle. However, Dale notes words inscribed on the magic metal plate, even though he cannot divine the function of the device.
Hskoro opens the door at the end of the corridor.
A hallway runs north and south here, its walls carved with images of fire and destruction. Humanoids from many races peer out from the flames in the upper portions of the carvings, their faces alight with excruciating pain. The lower two feet of the carvings show other figures on hands and knees, their faces toward the north, the brutal fires just above their backs. Near the center of the hallway on a low plinth stands the statue of a cruel faced woman wielding a ranseur in her right hand. Her left hand gestures to the south, giving the impression it is the source of the carved flames. A large bronze plaque is affixed to the southern wall of the passage, covered in spiky, spidery runes.
Hskoro Tailfeather
|
Hskoro steps through the door but stops from going to far into the room. "Since they trapped the books, there are probably a lot more traps that we will run into."
Perception DC12: 1d20 + 2 ⇒ (2) + 2 = 4
Mythryndyr
|
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Myth frowns as he looks at the statue, asking no one in particular. ”Why would somebody draw a big, toothy, goblin grin in charcoal over the face of this statue?”
Malaz Bourreau
|
"Can one explain why goblins do anything? Anyway, the images show people on hands and knees. I'd say we're looking for flame jets about waist high." The aphorite joins the sniper's search.
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
Arin Qualnoh
|
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Yes, let's be more careful with piles of refuse that might be trapped...
Arin moves into the next room with Hskoro and searches for traps on the floor, around the statue. He then casts detect magic on the statue.
Ayo of the Radiant Eyes
|
| 1 person marked this as a favorite. |
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
”I have the utmost respect for goblins. Their whims are unrestrained by convention or fear. We samurai spend our lifetimes learning how to live as those already dead. Their fearlessness in the face of death provides a lesson to us all.”
Ayo pauses to write another poem.
”Moonless summer night
Their explosives dance and sing
Fuses nearing fire.”
Dale the Sage
|
Dale reads the inscription, at least how he believes its pronounced, then translates it into common "Humble yourself and show the respect Runelord Alaznist is due."
"Sounds like flames to the face. I wonder why no goblins got it.. unless of course their natural height was sufficient to avoid the fire.." I really should learn that recipe for flame retardant skin and hair.
Arin Qualnoh
|
In case it wasn't clear, that's searching for additional traps beyond the flame-throwing statue, possibly on the next door.
Arin walks up beside the statue, holding his hand flatly at the level of its flame throwing hand and comparing that level to his own height.
Possibly... still seems pretty short though.
| GM supervillan |
Please move your tokens on the map when you are making perception checks - remember that one perception check covers one 10' square area. If you are posting from a phone or tablet and cannot move your token, please ask that your token by moved. I have moved you all into the statue room based on your posts.
None of you see any sign of nozzles or openings that would project flames. Arin notes that the statue's outstretched hand is well above his head height, at about 5 feet above the floor.
Knowledge (arcana) DC16
Arin Qualnoh
|
Okay, so it could very well be that goblins, gnomes, halflings, and the like could simply avoid the flames...
Arin carefully walks past the statue and towards the door behind.
Door traps?: 1d20 + 8 ⇒ (7) + 8 = 15
Dale the Sage
|
Dale blasts the area with his wayfinder's detect magic spell and quickly remarks "Low level evocation.. or for those of you that aren't magically inclined: Boom magic."
He puts his wayfinder away then proceeds to get down on all fours and prepares to crawl through the room. "Harold don't be a nit wit, just because you're a Dwarf doesn't mean that you might not get your whiskers roasted!"
Hskoro Tailfeather
|
With the others not indicating there are traps around, Hskoro moves to the double door.
Mythryndyr
|
Myth shrugs. ”Perhaps we show the proper respect by bowing...or kneeling...till we are below the statue’s hand...”
The sniper bows as he walks past the statue towards the double doors...
| GM supervillan |
I'll assume Ayo and Malaz are waiting to see what occurs...
Arin moves cautiously forwards, followed by Hskoro and Myth. Myth bows, and Dale gets down on his knees, as your suspicions are confirmed and a blast of flame engulfs you! The fires do not extend to the bottom two feet of the room, and so Dale escapes them entirely - but evidently the statue's hand was not the source of the flame, and Runelord Alaznist was not satisfied with a bow.
Yet, the fires do no more than singe your hair and leave your faces and clothes coated with soot. Either this was intended to humiliate those who failed to show proper respect, or the passage of the millennia sapped the magic of its strength.
You note no traps on the double doors ahead.
Ayo of the Radiant Eyes
|
I was, and it’s also thanksgiving week plus thesis deadlines so i’ve been busy
Ayo follows the lead of the others without a second thought or complaint, making sure her writing materials are carefully stowed away first. She is completely unperturbed by the soot covering her. She casts create water over herself to wash away the soot, also remaining stoic the entire way through the process, as if she was merely scratching an itch or brushing her hair.
Rolling for every 10 feet of searching seems like it would take forever in pbp, so just assume Ayo is taking 10 for 23
Arin Qualnoh
|
After a similar Create Water shower, Arin opens the doors and proceeds to the next room, leaving behind a puddle of sooty water.
Dale the Sage
|
Dale uses the opportunity of fresh water being summoned to refill his water skin and wash his hands and face. He stands up and proceeds to slick his hair back to keep it out of his eyes then returns his hat back to his head. "Well that was fun, are we ready to continue on? I'm sure there's many more books where those came from!"
He pushes the door open after its been thoroughly searched, then hustles back behind the 'bigguns' with Harold.
Malaz Bourreau
|
Sorry for my disappearance. Odd few days. However, I am back.
Noting the superior tactics of his allies, Malaz follows suit.
| GM supervillan |
The door opens...
This large room’s walls are decorated with carvings extolling the virtues of wrath: scenes abound of warriors crushing their opponents with a combination of martial and magical skill. Above all these warriors stands the magnificent figure of a striking woman clad in armour and wielding a ranseur. Her face is contorted in a mixture of rage and elation, and she stands atop a veritable mountain of corpses.
In sharp contrast to the intricate beauty of the carvings, the contents of the room are in shambles. Broken tables and chairs litter the floor, once-magnificent banners are torn and strewn about, and several small fires smoulder throughout the room. Anything that can be burned is blackened with soot, and anything breakable has been shattered into tiny pieces. The pungent smell of an animal warren permeates the entire room.
The air in the room is hazy - but the haze is not thick enough to obscure vision.
Three mounds of quivering green, tumorous flesh react to the door being opened and slowly ooze towards you. One of the mounds appears to have goblin ears.
DC18
DC23
DC28
Arin: 1d20 + 2 ⇒ (14) + 2 = 16
Ayo: 1d20 + 3 ⇒ (14) + 3 = 17
Dale: 1d20 + 2 ⇒ (20) + 2 = 22
Hskoro: 1d20 + 1 ⇒ (11) + 1 = 12
Malaz: 1d20 + 0 ⇒ (13) + 0 = 13
Mythryndyr: 1d20 + 11 ⇒ (19) + 11 = 30
Ears, Greenie and Meanie: 1d20 - 3 ⇒ (20) - 3 = 17
Combat Round 1
Myth
Dale
Ayo
Ears, Greenie and Meanie Blue, Green and Red borders respectively
Arin
Malaz
Hskoro
The bold may act!
Furniture on the map does not obstruct your movement in any way - it's all been reduced to small smouldering piles, although a few pieces such as table and chair legs survive.
Dale the Sage
|
Survival, Heroism DC14: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
K Dungeoneering, Heroism, Cog DC13: 1d20 + 14 + 2 + 4 ⇒ (8) + 14 + 2 + 4 = 28
Dale peeks into the hazy room and wastes no time reaching for one of his bombs on his bandoleer, shakes it up and tosses it underhand through the doorway at the green hungry flesh then retreats down the hallway a bit.
Fire Bomb, Ranged Touch, Cognatogen, Range: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 93d6 + 7 ⇒ (2, 3, 2) + 7 = 14
Splash = Reflex DC19 10 Damage
"These are a type of ooze called "Hungry Flesh". They have ooze traits (mindless; blind; Immunity to poison, sleep effects, paralysis, polymorph, and stunning; not subject to critical hits, sneak attack, precision damage, or flanking)."
"Hungry Fleshes regenerate damage not caused by acid or fire."
"Hungry Fleshes have many peculiar qualities. Their shapeless bodies can Compress to fit through small gaps. They can grow to Gargantuan size by eating creatures (they'll eat any flesh) and by a form of regeneration triggered by attempts to cut or pierce them (this reactive regeneration is in addition to their standard regeneration ability). They leave a trail of slime that acts like a Grease spell, until it hardens and dries about a minute after the creature moves."
"Hungry Fleshes transmit a disease called Tumour Infestation with their slam attack and with their slime trail (though the slime trail must contact exposed flesh); anything that dies from Tumour Infestation becomes a Hungry Flesh. The disease attacks CON and CHA. Hungry Fleshes constrict with their slam attack."
Normally Dale talks fast, but to spit all that out he was really motoring!
Ayo of the Radiant Eyes
|
Ayo strides forward, relying on her powers of persistence to advance faster than might be expected (swift action to use relentless footing to get +10 movement speed for the round and move action to move), holding off from drawing her sword at Dale's mention of the regeneration issue.
Ayo is almost always walking around in dungeons with her cestus on and her sword sheathed, as it's the only way she can cast spells and use a shield until I finally remember to buy her a consecrated shield >_<
Survival: 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge (dungeoneering) to ID monster (discovery torch, heightened awareness): 1d20 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14
She recognizes the creatures as well, though not to nearly the same degree as Dale. She takes a moment to pray to Shizuru for her favor before she enters the melee.
Standard to cast Divine Favor, which is a +2 cause of fate's favored
Mythryndyr
|
| GM supervillan |
| GM supervillan |
Dale spills the life-cycle of the hungry flesh whilst tossing a bomb. But the gap between his comrades and the doorframe is too little, and the bomb goes astray.
miss, location: 1d8 ⇒ 8
Arin is exposed to the back-blast of the errant explosive! Arin, you get +4 to your Reflex save and Improved Evasion due to cover - I'll roll the save here.
Arin reflex DC19: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
The ferocious back-blast burns the gnome!
Botting Myth - apologies if the spoilered text wasn't clear.
Myth shoots his bow at Greenie, choosing a blunt arrow in response to Dale's verbose warnings.
shortbow vs Greenie: 1d20 + 10 ⇒ (6) + 10 = 16damage: 1d6 + 2 ⇒ (4) + 2 = 6 ooze not subject to sneak attack
Myth's arrow proves more accurate, injuring the ooze. However, the disgusting creature rapidly heals...
All three tumorous oozes flow forwards, leaving trails of slime behind them.
Ears slam vs Hskoro: 1d20 + 5 ⇒ (17) + 5 = 22damage: 1d6 + 4 ⇒ (4) + 4 = 8
Greenie slam vs Arin: 1d20 + 5 ⇒ (12) + 5 = 17damage: 1d6 + 4 ⇒ (1) + 4 = 5
The nagaji's armour protects him from harm - for now. But Arin is struck:
grab vs Arin: 1d20 + 11 ⇒ (5) + 11 = 16constrict: 1d6 + 4 ⇒ (6) + 4 = 10
The little gnome is caught by the massive Hungry Flesh, whose blubbersome form crushes him!
Arin please attempt Two DC 17 Fort saves vs disease
Combat Round 1/ 2
Myth
Dale
Ayo
Ears, Greenie (-1hp, grappled) and Meanie Blue, Green and Red borders respectively
Arin -25hp, grappled
Malaz
Hskoro
The bold may act!
I'll resolve all Round 1 actions before I resolve any Round 2 actions.
Mythryndyr
|
My bad GM...I didn’t see where Dale addressed the reactive regeneration so I wasn’t sure if Myth knew to fire blunt and was awaiting on...I don’t know what...I should’ve expounded a bit more...
Myth will fire two more blunt arrows at green...
Shortbow: 1d20 + 8 + 1 + 1 + 1 - 2 ⇒ (4) + 8 + 1 + 1 + 1 - 2 = 13
Magic/Bludgeoning Damage: 1d6 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
Shortbow: 1d20 + 8 + 1 + 1 + 1 - 2 ⇒ (14) + 8 + 1 + 1 + 1 - 2 = 23
Magic/Bludgeoning Damage: 1d6 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7
...and moves 5’ back...
Hskoro Tailfeather
|
Hskoro draws out his warhammer while his shield is securely in front of him before he slams his hammer down onto the slime that was hit by the arrow.
Warhammer vs Green: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Arin Qualnoh
|
Fortitude, DC17: 1d20 + 2 ⇒ (20) + 2 = 22
Fortitude, DC17: 1d20 + 2 ⇒ (1) + 2 = 3
Arin's body glows a bit in reaction to the encroaching disease... for now it's staved off. using Delay Affliction to push back onset by 5 hours.
Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.
The gnome wriggles, trying to break free.
[standard] break grapple
Escape artist vs. CMD: 1d20 + 2 ⇒ (13) + 2 = 15
I'll figure out the rest of my turn after I'm told wether this succeeds...
Malaz Bourreau
|
Malaz mutters to himself as he switches weapons and casts a spell. He then lumbers forward.
Casting Lead Blades on my Heavy Flail (damage=2d8), then move action.
Dale the Sage
|
Dale responds to Arin
"You sound so demonic when you're nervous!"
Dale will translate anything Arin says that sounds important, or funny, to the group.
"Ummm, yes, best to not get grabbed up by that thing Arin... not good is right." He gets a bit wishy washy though about tossing another bomb through such a mess of targets.
"I'm afraid things are a bit too congested for me to toss bombs at this time. A pity too, these are perfect targets!" Instead he draws out a crystal wand and tries to activate it at the front green ooze.
UMD, heroism, cog: DC20: 1d20 + 13 + 2 + 2 ⇒ (19) + 13 + 2 + 2 = 362d4 + 2 ⇒ (3, 3) + 2 = 8
A pair of magic missiles streak up, around, and between the crowd to strike the green ooze.
Its a pity I forgot to add in my +2 to hit for the bomb via heroism. Maybe it wouldn't have mattered anyhow.
| GM supervillan |
Greenie takes a battering from Myth. Hskoro and Dale's attacks.
Combat Round 1/ 2
Myth
Dale
Ayo
Ears, Greenie (-34hp) and Meanie Blue, Green and Red borders respectively
Arin -25hp, disease delayed; move action available
Malaz
Hskoro
The bold may act!
Arin Qualnoh
|
After wriggling free, the little gnome drops several inches to the stone floor. He turns to keep an eye on the creature and takes a guarded step back...
[5' step] SE
Avoiding any AOO there, so no full move.
After he turns to Dale and nods, responding in kind.
I use this translator to have a little fun with the demonic speech :) Lovecraftian seems like a reasonable fit.
Ayo of the Radiant Eyes
|
Personally, I always saw Aklo as being more of the lovecraftian language
Ayo steps up into the spot vacated by Arin. "Your flesh is without purpose, monsters. Rejoice, for your judgment is a swift death."
Swift action to activate judgment for protection (+1 to AC)
Attack with Cestus (divine favor+fate's favored): 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Damage (df+ff): 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8