GM_MG
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This chamber has towering ebony doors to the east and west. A stone statue of a human man clad in a flowing robe has one hand raised in a gesture of warning and a burning brazier held in its other hand. The statue looks as though it has been broken and reassembled several times. It stands directly in front of the western door. Other than several chunks of stone and black wood scattered across the floor, the room is bare.
| Didymus the Great |
"Well that looks like a trap! Maybe we should circle around and see if we can approach from the other side."
Is it facing the far door or facing towards us? (Or another direction altogether?) Can I see the hinges on the far door to recognize that it is likely blocking that entrance? Can I make a Religion check to see if I recognize it as Aroden, or some other religious figure?
| Creepy Carl |
These walls seem a bit thin. Maybe we can find a section that is not holding up anything and poke a hole and look through. Half hour with a sledge versus half hour getting bandaged up.
GM_MG
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Al doesn't detect any magic based on her current position.
Didy recognizes this as a representation of Aroden. It's not positioned in such a way that opening the door is impossible. It is facing away from the door.
| Didymus the Great |
Didy gasps in shock at the paladin's suggestion to bash down a wall of the temple.
GM_MG
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No worries.
Al detects the presence of magic in the area. The strongest is conjuration school, and seems to be centered on the door behind the statue.
| Creepy Carl |
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Did not think. Probably the same look I gave Al over using that Blight spell for weed control. We don't know 100% it is a trap, but am guessing. What now?
GM_MG
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You are of course free to go back, as there is still (a little) more to be explored on this level. Or, you can trust in the Last Azlanti and bravely venture forward.
| Didymus the Great |
Well played.
After a lot of hesitation, Didy eventually decides that this is an opportunity he cannot miss. He rushes forward and tightly hugs the leg of the Aroden statue.
GM_MG
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Kvothe
Didy
Al
Statue
Carl
1d20 ⇒ 1
1d20 ⇒ 8
1d20 ⇒ 20
1d20 ⇒ 14
As Didy rushes forward, the statue rumbles to life.
Didy, Kvothe, and Al are up!
| Didymus the Great |
"Aroden? Is that you?!" he asks with timid excitement.
I will delay as didy definitely won't strike first.
Kvothe Incruentus
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Wondering what's going on Kvothe tries to determine if the statue is hostile or not before making any aggressive movement
diplomacy: 1d20 + 15 ⇒ (12) + 15 = 27
GM_MG
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Statue
Kvothe
Didy (-64, Persistent Fire 1d8)
Al
Carl
The statue throws a fist out at Didy.
Attack: 1d20 + 21 ⇒ (20) + 21 = 41
2d12 + 8 ⇒ (5, 12) + 8 = 25 Yeouch
The statue grabs Didy and grinds him into the burning brazier it is holding.
Fire Damage: 3d8 ⇒ (6, 7, 1) = 14
Ow. Everybody is up!
| Creepy Carl |
Carl strides over to Didy and places his hand on his shoulder. Remember, it is not the real thing, just a construct in his likeness.
Lay on hands to give 24 hp. Allies get +2 status to AC. Out of focus points.
He then tries to knock the imposter down with his trident.
Trip vs Ref: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
Critical Trip Damage: 1d6 ⇒ 6
No shield this round so AC 27. Glimpse of Redemption on an ally(-9 hp damage & Enfeebled (or Stupefied) 2)
_______________________________________________
It was brought to my attention, that is a HUGE nasty, not Large. Have to make strikes, as a Small creature cannot trip something that size.
Piercing: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Doubled for 28
| Didymus the Great |
"Why?" the shoony sniffles.
as usual I'll let Kvothe and Al go first in case of buffs/debuffs, but posting now to get it out of the way.
1. Stride
2. Hunt prey
3. Hunted shot
(Ambro strides towards the prey as his free action)
He perks up as Carl heals him and regains his better sense.
He scrambles away, then sizes up his attacker and fires his trademark back-to-back arrows.
Ambro, starting to feel a little neglected takes the initiative and rushes into the fray.
hunted shot: 1d20 + 16 ⇒ (8) + 16 = 24
piercing: 2d6 + 3 ⇒ (1, 2) + 3 = 6
hunted 2: 1d20 + 16 - 5 ⇒ (14) + 16 - 5 = 25
piercing: 2d6 + 3 ⇒ (3, 6) + 3 = 12
precision: 1d8 ⇒ 3
| Didymus the Great |
Oh crap. I missed that I was on fire. Man, that was a brutal opener. Also I forgot to mention that I get my free ID check when I mark it, although I am not sure if my skill set will get me much (Crafting +0, although Religion +13 if this qualifies as a creature of religious significance :D), but hopefully I can at least manage a regular failure for 1 true and 1 false. Also I moved my minis which I forgot to do from my phone last night.
| Lady Alhambra |
"Well now, aren't you a big fella. Carl, let's even those odds." Al says as she traces a rune in the air and presses it towards the paladin. The glowing sigil floats through the air until it collides with the leshy's skin, causing a rapid transformation. After a few seconds he stands well over 10 feet tall.
Casting Enlarge: "Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage."
As for my 3rd action, can I try to help pat out the flames on Didy?
GM_MG
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I think so, there's an action for that, but I don't know how many actions it costs.
I'll hold for Kvothe's actions until tomorrow evening, then I'll put him on delay and move on.
| Creepy Carl |
With the clumsy, Carl AC is now 26. I do think I will need to spend actions to keep shield raised. If only to avoid crits on the first attack.
Kvothe Incruentus
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sorry, didn't check yesterday
Seeing the Construct attack Didy, Kvothe strums his lute beginning to play
inspire with lingering comp
performance: 1d20 + 15 ⇒ (9) + 15 = 24
He then hurls a bolt of arcane energy at the creature
TK projectile: 1d20 + 15 ⇒ (2) + 15 = 17
bludgeon damage: 3d6 + 4 ⇒ (2, 3, 2) + 4 = 11
GM_MG
|
Inspire Round 1
Statue (-18)
Kvothe
Didy (-46, Persistent Fire 1d8)
Al
Carl (-35, enlarged, clumsy 1, Persistent Fire 1d8)
Carl hits the statue. Didy's arrows miss.
1d20 ⇒ 5
Didy is pretty sure this is a stone golem. They're known for their extreme hardiness, and their ability to petrify those around them.
Kvothe's projectile misses the statue, while Al's spell causes Carl to grow to large size.
The statue throws a punch at Carl.
Attack: 1d20 + 21 ⇒ (11) + 21 = 32
Damage: 2d12 + 8 ⇒ (5, 3) + 8 = 16
The statue grabs Carl and smashes him into the burning brazier it carries.
Fire Damage: 3d8 ⇒ (7, 7, 5) = 19
| Creepy Carl |
Carl quickly raises his shield as he tries to escape the clutches of the creature. Then he attempts to trip the creature.
Raises shield to keep AC 29 (28 from clumsy). I have DR2/Slashing.
Athletics: 1d20 + 17 + 1 ⇒ (11) + 17 + 1 = 29 Escape check
Inspired Trip2: 1d20 + 17 + 1 - 5 + 1 ⇒ (20) + 17 + 1 - 5 + 1 = 34
If Inspired Critical Trip Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-9 hp damage & Enfeebled (or Stupefied) 2)
Edit
Burn Flat check: 1d20 ⇒ 3
GM_MG
|
Inspire Round 1
Statue (-18, prone)
Kvothe
Didy (-46, Persistent Fire 1d8)
Al
Carl (-37, enlarged, clumsy 1, Persistent Fire 1d8)
Carl knocks the statue over. No damage, though.
1d8 ⇒ 2
| Didymus the Great |
Ouch! You only trip on a nat 20! Yowza. These solo monsters are brutal. With his hardness and high AC I am not sure this is a fight we want to have. It is likely confined to that room given its size, and likely its enchantment. I think we just back away and go around. Maybe beg to change your raise shield action to a stride instead? :)
"Whoa! Holy tail-waggers, plant man, I think we better live this thing alone. I am pretty sure this is a stone golem. They are no joke! I think this is more than we can handle. Besides I don't feel right attacking something the priests enchanted to protect Aroden's holy temple. Hopefully it is confined to this room. Let's fall back and just go around."
He whistles for Ambro's retreat and then calls out, "Sorry, Mr. Aroden statue. Devout Arodenite here. No harm meant. Keep up the good work!" he says with a quick wave, then drops to the floor and begins rolling back and forth to douse his flames.
1. command: stride x2
2+3. Assisted recovery on my fire damage
flat check: 1d20 ⇒ 11
2nd flat check: 1d20 ⇒ 20
| Lady Alhambra |
"No arguments here." Al says as she follows Ambro's retreat.
Can I spend an action to help Didy back to his feet? I realize that leaving him prone in the doorway could be ill-advised. Other than that I am just running away.
GM_MG
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You can attempt to pick him up. A small creature has 3 bulk, plus the bulk of his possessions.
| Lady Alhambra |
Hmm. His sheet says 6.1 bulk, so 9.1 bulk for Didy. That would just barely be doable with my 8 Str if it weren't for my own 2.5 bulk. Perhaps Kvothe and I can carry him together and share the load? I can manage half of his bulk and manage a 15ft speed. So assuming 1 action to lift and 2 to move, we could all get 30ft away from the door.
"Kvothe, my dear, would you mind grabbing this poor fool's legs? I don't think we want to leave a freshly roasted meal for that golem."
GM_MG
|
Inspire Round 2
Statue (-18)
Kvothe
Didy (-54)
Al
Carl (-58, enlarged, clumsy 1, Persistent Fire 1d8)
1d8 ⇒ 8
Didy douses the flames on him, and Kvothe and Al carefully cart him away, while Ambro makes a tactical retreat.
The statue rises to its feet and strikes at Carl.
Attack: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 2d12 + 8 ⇒ (7, 6) + 8 = 21
It once again grabs Carl.
Everybody is up!
| Creepy Carl |
Any chance I can be sparkly if I cannot break free? I agree we may have wrapped around more than we can dissolve.
With a grunt, Carl tries to get away.
Athletics: 1d20 + 17 ⇒ (12) + 17 = 29 Forgot to add one from song, so 30.
Not even bothering with his shield, he hustles into the hallway. Door! Door!
I think I needed to double move to clear the group. AC 26 from clumsy. I have DR2/Slashing.
GM_MG
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Juuuust got that escape check.
Carl breaks free from the creature's grasp and runs out of the room.
1d8 ⇒ 5
Flat check: 1d20 ⇒ 16
Out of combat
GM_MG
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Statue (-18)
Kvothe
Didy (-54)
Al
Carl (-62, enlarged, clumsy 1)
| Creepy Carl |
I like this new size, and it was the perfect time to try that out. Sorry I had to run out before putting it to all the paces. With a nod to Al, Carl slumps in the hallway and starts deep breathing exercises.
Just going to sit here a moment and get my focus back.
| Didymus the Great |
"Yeah let's get you patched up."
medic DC 20 on Carl: 1d20 + 18 ⇒ (20) + 18 = 38
crit heals: 4d8 + 10 ⇒ (7, 3, 5, 6) + 10 = 31
medic DC 20 on Didy: 1d20 + 18 ⇒ (17) + 18 = 35
crit heals: 4d8 + 10 ⇒ (6, 7, 2, 2) + 10 = 27
"Kvothe, play us that sweet one." Healing Hymn please :)
Kvothe Incruentus
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Setting Didy down gingerly, Kvothe begins to cast his Healing Hymn on him as they recover from the short battle. He then takes time to refocus before they move on
| Didymus the Great |
If we do Healing Hymn on Carl that puts him at full, then a Lay on Hands on me would put me just 3 down from max, which is fine by me. And that only costs us ~20 min of down time.
I took the liberty of putting our minis around the otherside in our usual formation so we can explore from the entrance side and bypass the golem.
GM_MG
|
Walls of smooth rose marble surround a pool filled with a purplish sludge. A golden statue of a winged eye rises from the center of the pool, dripping dark tears from its corners into the noxious substance below. Faded mosaics on the walls surrounding the pool have been disfigured with ghastly illustrations painted with smeared blood.
| Didymus the Great |
"Ew. That's not okay. Demons these days... no respect for Holy shrines anymore," Didy says as he starts picking up the trash from the area and scrubbing away the filth.
GM_MG
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Didy begins cleaning the blood and grime up. The mosaics underneath are quite beautiful.
| Didymus the Great |
religion: 1d20 + 13 ⇒ (8) + 13 = 21
"There we go! Much better! Look how pretty the eye of Aroden is!"
religion: 1d20 + 13 ⇒ (20) + 13 = 33
"Hmm, it seems like some of this mess is magical. I'd like to find a local priest. This place needs to be reconsecrated." he says with real sadness in his voice.
GM_MG
|
As the mosaics are cleaned, Didy can see what they depict: three acts holy to Aroden's different aspects: a carpenter crafting a chair; a musician playing a lute; and a scholar copying a text.
Getting to the heart of these actions may suffice for reconsecrating the place.
Using the Crafting Skill to repair a broken item or create a new one; using the performance skill to perform; and using Religion, Society, or a relevant lore to recall knowledge about Aroden or the ancient Azlanti.
| Lady Alhambra |
I'll try for the one Didy couldn't get and then help with the reconsecration.
arcana: 1d20 + 13 ⇒ (14) + 13 = 27
society: 1d20 + 12 ⇒ (15) + 12 = 27