Seldiir Elberion
|
I will take the ring.
Seldiir is impressed by Tenibri’s find, ”Well, well, I couldn’t find anything good in that mess.”
___
Seldiir swings the magic sword at a suit of armour.
Power attack: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d8 + 10 ⇒ (5) + 10 = 15
| Oxnard Kettlebeak |
Round 1
Seldiir swings, but misses the construct.
Tenibri throws a snowball, damaging it greatly!
The object both swing their gauntlets at Seldiir:
Slam: 1d20 + 5 ⇒ (2) + 5 = 7
B Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Slam: 1d20 + 5 ⇒ (17) + 5 = 22
B Damage: 1d6 + 3 ⇒ (3) + 3 = 6
One hits!
Turn Order:
1. Seldiir
2. Tenibri
3. Animated Objects
4. Lara
5. Angrboda
6. Loam Yin
yellow -20
Seldiir: 22/28
Whole party can act now!
Eniac, Slug Savant
|
spit, melee penalty vs fucshia: 1d20 - 2 ⇒ (5) - 2 = 3
Eniac seems more interested in devouring the nearby bench than in helping Seldiir...
Angrboda Fossey
|
...so Angrboda picks up the slack, closing her fist and reopening it to reveal an intense, green-tinged flame.
produce flame CL 5th vs fucshia: 1d20 + 4 ⇒ (6) + 4 = 10
fire damage: 1d6 + 5 ⇒ (6) + 5 = 11
Lara Evangeline PFS
|
Lucky Point Blank Precise Shot: 1d20 + 8 ⇒ (13) + 8 = 21
1d6 + 5 ⇒ (1) + 5 = 6
Lara snaps off a shot at the same animated suit Angrboda took aim at.
Loam Yin
|
Loam fires under her taller allies, counting on the suits not being very agile.
+1 Pistol, into melee vs. Yellow touch: 1d20 + 6 + 1 - 4 ⇒ (2) + 6 + 1 - 4 = 5
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
| Oxnard Kettlebeak |
Round 1
Lara fires, hitting the statue, but her shot does not penetrate its tough metal exterior.Hardness is 10
Eniac misses, and Angrboda swings with the fire, damaging the construct which now looks nearly destroyed.
Loam Yin misses.
Turn Order:
1. Seldiir
2. Tenibri
3. Animated Objects
4. Lara
5. Angrboda
6. Loam Yin
yellow -31
Seldiir: 22/28
Pending Seldiir and Tenibri to start round 2 before the armors
Tenibri
|
Tenibri loads a bolt, draws up his crossbow, and fires off a shot.
Move: load crossbow
Standard: attack pink
light crossbow, into melee: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
Damage, P, bond breaker: 1d6 + 1d10 ⇒ (3) + (3) = 6
Bond Breaker (4 goals): Once per adventure, you may perform one of two liberating acts.You may cast shatter as a spell-like ability, with a DC equal to 12 plus half the number of goals you have completed (rounded down).Alternatively, you may deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If your weapon's critical multiplier is x3 or x4, you deal 2d10 or 3d10 additional points of damage, respectively.
| Oxnard Kettlebeak |
Round 2
Seldiier swings and misses, and Tenibri's crossbow bolt spins out wide.
The armor sets swing at Seldiir again:
Slame: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Slame: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
And again one of the two connects!
Turn Order:
1. Seldiir
2. Tenibri
3. Animated Objects
4. Lara
5. Angrboda
6. Loam Yin
yellow -31
Seldiir: 16/28
That brings up the party!
Loam Yin
|
"We beat Vos, his armor should be of little concern," Loam says as she fires again. She sends Gukom forward to give Seldiir more divine inspiration.
+1 Pistol, PBS, into melee vs. Yellow touch: 1d20 + 6 + 1 - 4 ⇒ (15) + 6 + 1 - 4 = 18
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Seldiir has Guidance.
Angrboda Fossey
|
You are using "Vos' enchanted longsword." It must not like you.
Angrboda continues pitting her magic against their enemy's...
produce flame CL 5th vs fucshia: 1d20 + 4 ⇒ (4) + 4 = 8
...and though her aim is embarrasingly thrown off by one of her sudden tremors...
Eniac, Slug Savant
|
spit, melee penalty vs fucshia: 1d20 - 2 ⇒ (20) - 2 = 18
THREAT!: 1d20 - 2 ⇒ (18) - 2 = 16
CRITICAL SPLOOT!: 2d8 ⇒ (3, 4) = 7
...Eniac somehow manages to land a mighty blast of ichor straight inside the armor's helmet-hole!!!
I'm sorry, Seldiir; you just got shown up by a slug.
Tenibri
|
The crossbow, it seems, was a poor idea; Tenibri returns to what he knows best. He drops it on the ground and retrieves his acid flask. Using it as a focus for the spell, he casts acid splash and throws the glob into the room.
Free: drop crossbow
Move: retrieve acid flask
Standard: cast acid splash and attack purple
Ranged touch, into melee: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
Damage, acid: 1d3 + 1 ⇒ (3) + 1 = 4
Lara Evangeline PFS
|
Watching her arrow ping off the animated armor harmlessly, Lara hesitates. Delay/no action.
| Oxnard Kettlebeak |
Lara delays.
Angrboda misses with her flame attack, but the slug spits a big glob of acid onto the armor and it falls apart into melting pieces!
Loam Yim continues shooting, but without effect.
Seldiir swings and misses.
Tenibri misses with an acid atack.
The remaining armor turns and steps up to swing at the slug, whatever primitive intelligence it has fearing the acid that melted the other construct:
Slam: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Turn Order:
1. Seldiir
2. Tenibri
3. Animated Objects
4. Lara
5. Angrboda
6. Loam Yin
Seldiir: 16/28
That brings up the party again
Seldiir Elberion
|
Watching her arrow ping off the animated armor harmlessly, Lara hesitates. Delay/no action.
If you want something to do, grab my wand of CLW and keep me healthy!
Angrboda Fossey
|
Angrboda does her best to keep on the fiery offensive...
produce flame CL 5th, flank: 1d20 + 6 ⇒ (5) + 6 = 11
fire damage: 1d6 + 5 ⇒ (1) + 5 = 6
Eniac, Slug Savant
|
...after which Eniac lurches back and *SPLOOOT*s again!
spit, melee penalty: 1d20 - 2 ⇒ (13) - 2 = 11
acid damage: 1d8 ⇒ 6
Loam Yin
|
With the target a bit more open, Loam has little more to do than keep shooting.
+1 Pistol, PBS, into melee: 1d20 + 6 + 1 - 4 ⇒ (10) + 6 + 1 - 4 = 13
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| Oxnard Kettlebeak |
Angrboda hits with her flame and Eniac again catches the clunky object with its spit!
Loam Yin continues firing, but cannot seem to damage the construct! If you missed it before it has Hardness 10, so I am not sure your pistol can penetrate without a crit?
Seldiir swings, hitting this time, though for less effect than had his blade caught a mortal foe!
The construct turns and lashes out at Angrboda after feeling her flame!
Slame: 1d20 + 5 ⇒ (17) + 5 = 22 hit!
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Turn Order:
1. Seldiir
2. Tenibri
3. Animated Objects
4. Lara
5. Angrboda
6. Loam Yin
Seldiir: 16/28
Angrboda: 25/30
Armor: -16
That brings up the party again- Tenibrii & Lara can act for both last round and this
Angrboda Fossey
|
Angrboda presses on despite the ringing in her head...
produce flame CL 5th: 1d20 + 4 ⇒ (8) + 4 = 12
fire damage: 1d6 + 5 ⇒ (6) + 5 = 11
Eniac, Slug Savant
|
...and Eniac, in a rather disturbing display of tactical acumen, moves up to complement Seldiir's position while waving its eyestalks inscrutably about.
Spiritual Guidance on self.
Loam Yin
|
Oh, I did miss that, sorry! But my last spell, Silent Image, won't be too useful, and I don't need to spend actions giving Seldiir Guidance.
Loam's gun will probably sooner jam than perform another miraculous shot, so she brings her scroll to bear.
Scorching Ray, PBS, into melee: 1d20 + 6 + 1 - 4 ⇒ (12) + 6 + 1 - 4 = 15
Damage: 4d6 + 1 ⇒ (4, 1, 4, 3) + 1 = 13
| Oxnard Kettlebeak |
Angrboda hits, scorching the armor.
Loam Yin uses the scroll, and the armor collapses to the floor, and Seldiir cracks it once for good measure.
Combat over
Status:
Seldiir: 16/28
Angrboda: 25/30
This is the last combat encounter of part 1; you still need to decide what to do with the unconscious Vos and Fethi and or question them; part 2 continues beyond the locked door of the 1st floor, but you will want to rest for the night before opening it.
Angrboda Fossey
|
Have we come across any cure light wounds potions around here? If so, I'll quaff one of those; otherwise, I'll use my wand for the following:
? of cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Seldiir Elberion
|
Have we come across any cure light wounds potions around here? If so, I'll quaff one of those; otherwise, I'll use my wand for the following:
[dice=? of cure light wounds]1d8+1
You were five hit points down. A night's rest would heal you of four of those. It might be an option of we don't have any clw potions.
Seldiir Elberion
|
With the unconscious leaders tied-up securely, Seldiir ponders what to do with them.
"I suppose we should quiz them about anyone else who might still be in the keep and regarding what's beyond the door."
"Also, what do we do about the snake? Is it still there?"
Did it flee with the soldiers or remain behind?
Loam Yin
|
Loam curiously examines the armor after its threat has been abated. Her responses are idle as she does so. "We should probably clear this place before taking them back to Hakar. Here's hoping they'll settle for cooperating with us."
| Oxnard Kettlebeak |
No- everyone holding potions in this dungeon had the cure moderates, but a night of rest for spells is almost surely necessary so remember that's a free Level + Con modifier
When you check, the goblin snake is still lounging in the room where you left her.
| Oxnard Kettlebeak |
So, there are some general ideas about Vos trying to save his skin in interrogation and offering information about what is underneath- but he lies to you anyways. Ultimately, the only really useful thing you get is that there is something underneath that the "Witch" wants under there, and the Elssia isn't a witch but a cleric of Calistria.
Sorry, storm messed with my internet here tonight and I am having trouble getting the new map loaded properly, I'll kick off part 2 tomorrow.
The Key Vos had does, in fact open the door that was locked on the first floor, revealing . . .
The flagstone tiles of this room have all been pulled up and
lie stacked against the walls. The room has been completely
excavated, and picks and shovels still lie scattered about. The
digging has unearthed an old circular staircase made of a
lighter stone than the rest of the keep. The staircase begins
at the bottom of a seven-foot-deep pit accessed by a short
ladder, and leads down into darkness.
Seldiir Elberion
|
Do we get anything useful from the snake? Seldiir will make clear that the snake needs to leave (he doesn't want foes at their backs) before they go to sleep. If it resists then, well, we have to fight a goblin snake. Ideally, he would like more information about below.
Also, Seldiir would like to bar the gates to the keep before exploring beyond the door. We have a hidden way in/out. We don't want sneaks behind us.
Also, before exploring further, he would want to check in on the injured soldier and the elves. If we have any healing spells left then it seems like we could help them out as well, before going to sleep and getting spells back. At the very least, we should make sure they are fed.
In fact, they can come into the keep: eat at tables and sleep on beds. Then they can keep watch from the watch-towers while we explore the beyond the door!
| Oxnard Kettlebeak |
Yes, you can convince the goblin snake to leave without a fight and can secure the premises and get the former slaves/wounded soldier back into fighting shape before continuing
Basically the only other useful thing Vos knows is that there is something called "the Arcane Engines" beneath the Keep, that they found it a few weeks ago, and that Elessia is working to find the powerful artifact that powers it for Vos to use in the war/for his aggrandizement.
This semicircular room is drenched in blood. Detached body parts of both hobgoblins and humans lie strewn about amid fragments of ancient furniture and half-dried pools of blood, and broad spatters of blood decorate the walls. A circular staircase winds up into the ceiling, while to the south a large, beige stone door without handles appears to be the only other way out.
There is a strange small creature here, who looks somewhat like a gnome wearing a red hat. Knowledge nature to identify. When you enter he doesn't take immediate notice of you- he is dancing with a disturbing glee among the body parts.
Tenibri
|
Tenibri will cast mage armor and heightened awareness from wands before heading down the stairs. Also, he has a boon called Liberty Never Rests that allows him to roll 2d20 for Initiative, taking the better roll; he'll use that boon when we encounter Elssia.
Liberty Never Rests (Liberty’s Edge faction): Quick thinking and quicker action are necessary elements of heroism, and you are prepared to act promptly to defend others. You can cross this boon off your Chronicle sheet before rolling initiative to roll twice and take the better result.
Tenibri's hand rises to his mouth in horror at the sight at the bottom of the stairs; he comes to a complete stop and just... digests... what he sees.
Knowledge (nature): 1d20 + 10 ⇒ (10) + 10 = 20
Lara Evangeline PFS
|
Bardic Knowledge (nature): 1d20 + 5 ⇒ (9) + 5 = 14
| Oxnard Kettlebeak |
Seldiir knows that this is an evil Fey creature called a Red Cap, but little else.
Tenibri knows more about the creature's habits and abilities.
One question from Seldiir and two from Tenibri so 3 total categories; its distracted currently so if you want to attack you can take a surprise round or you can try talking to it
| Oxnard Kettlebeak |
Redcaps have DR 10/cold iron but no other resistances; they can be frightened if presented a good aligned holy symbol (standard action to do, DC 15 will); their best save is reflex and worst is Fortitude, but all are above average- Fort +6/Ref +10/ Will +7