Vailis
|
Vailis shakes the crossbow trying to scare the bats as the fall down the pit.
"I do know a couple or three Pathfinder fellows that would appreciate a take on this" Vailis starts collecting guano and adding it to his spell component pouch "This is high quality, I am sure they will pay a good price for it"
Once the party start to advance, the half-elf uses detect magic to find out about any magical auras ahead.
K. arcana: 1d20 + 5 ⇒ (5) + 5 = 10
Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17
| Grandmaster TOZ |
The shifting lights play shadows over the uneven terrain and makes judging the distance difficult. No creatures appear from the darkness nor do any magical signatures reveal themselves to the party's divinations. Checking the droppings, nothing appears to have passed through the chamber in recent times.
After some five to six hundred feet of broken ground, you see what at first glance appears to be little more than a pile of rubble tumbled down from above. However, on closer examination an opening is visible on one side of it, while many of the walls within the ruin still appear to be intact.
Vailis
|
"Look in here! There is some kind of passage. Maybe this is the entrance to the Halls of Zuberi. Maybe we can find here the Meskhenet's ring we are looking for" Vailis points to the passage.
If the earth elementals are still with them, he points them to explore ahead and report.
Otherwise the half-elf waits for someone more sturdy to go ahead, then he follows carefully afterwards.
Stealth: 1d20 + 1 ⇒ (9) + 1 = 10
| grimdog73's second pregen |
| 1 person marked this as a favorite. |
Yes...I know there is a niche market for top notch bat scat, but really? Perhaps we should make note of this cave. They can send an expedition to harvest it. "Get your bat poop here! Grade A prime stuff!"Kyra jokes as she crinkles her nose at the smell.
But seriously...nice find on the passageway...
Ingrge
|
Ingrge, with bow still in hand, will stealthily lead the way with an alert eye out for any signs of danger...
Taking 10 for: Stealth (33), Perception (34), Survival/Tracking (24)
Vailis
|
Vailis earth elementals also join ahead of Ingrge exploring the passageway.
Perception (darkvision 60', tremorsense 60'): 1d20 + 4 ⇒ (3) + 4 = 7
Perception (darkvision 60', tremorsense 60'): 1d20 + 4 ⇒ (5) + 4 = 9
Perception (darkvision 60', tremorsense 60'): 1d20 + 4 ⇒ (13) + 4 = 17
Vailis
|
Sorry I understood the summon was still up, if they are no more...
With his summons expired, Vailis just waited for the more sturdy ones to go first. If the group hesitates, the half-elf sits down and starts a ritual.
If more than a minute passes without the group taking action, Sir Coco appears once more, summoned in an improvised charcoal circle.
Jorgen Badblood
|
Jorgen carefully moves up to the pit, expecting something to terrible to happen.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Ingrge
|
Ingrge will take a running jump over the pit...
Acrobatics: 1d20 + 23 ⇒ (5) + 23 = 28
Once on the other side, he'll draw his bow, and look for any signs of danger while covering his companions as they cross the pit...
Perception: 1d12 + 24 ⇒ (11) + 24 = 35
Jorgen Badblood
|
Jorgen easily hops over the pit. Acrobatics: 1d20 + 13 ⇒ (20) + 13 = 33
| Grandmaster TOZ |
Ingrge sees the ruined halls continues further in, with a wider pit in the path ahead. Unfortunately, as the rest of the party attempts to join him, Kyra stumbles on the edge of the pit, beginning to fall down into the dark.
DC20 Reflex save can prevent the fall as Kyra tries to grab onto the far side.
Jorgen Badblood
|
Jorgen casts feather fall on the falling cleric, the reaches into his bag and drops a rope with a grappling hook into the pit.
That rope should fall faster than Kyra.
"Grab the rope, Kyra!"
Adeah Silversong
|
Adeah waits for Kyra to climb safely up to the other side, then she casts a guidance spell on herself and makes a running jump across.
Acrobatics: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Vailis
|
Vailis takes some distance and jumps through the hole.
Acrobatics-ACP (jump): 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21
"We are going to get all drunk at your expense" Vailis chuckles while helping Kyra up.
Observing the new, wider pit ahead, Vailis takes a piece of quartz from his pouch and says arcane words casting wall of ice to cover the pit with a solid surface of 8 inches thick ice "Let's ensure our footing or we will not find a tavern large enough for Kyra repaying us"
To proof the wall is solid, Vailis walks himself over the ice, exploring the northern corridor.
Perception (low-light vision): 1d20 + 1 ⇒ (14) + 1 = 15
| Grandmaster TOZ |
Stealth: 4d20 ⇒ (10, 14, 12, 20) = 56
Ingrge init: 1d20 + 8 ⇒ (3) + 8 = 11
Adeah init: 1d20 + 13 ⇒ (6) + 13 = 19
Jorgen init: 1d20 + 7 ⇒ (3) + 7 = 10
Kyra init: 1d20 ⇒ 11
Vailis init: 1d20 + 3 ⇒ (6) + 3 = 9
CoCo init: 1d20 + 2 ⇒ (10) + 2 = 12
Red init: 1d20 + 8 ⇒ (17) + 8 = 25
Yellow init: 1d20 + 8 ⇒ (19) + 8 = 27
Green init: 1d20 + 8 ⇒ (14) + 8 = 22
Blue init: 1d20 + 8 ⇒ (17) + 8 = 25
As Vailis peers into the tunnels ahead, he is surprised by pale white forms leaping from the shadows! One leaps in front of the summoner, bringing a crude piece of wood to bear, while the other leaps overhead, clinging to the wall as it brings another makeshift club down.
Surprise Club on Vailis: 1d20 + 5 ⇒ (6) + 5 = 11
Surprise Club on Vailis: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9
As Vailis reels from the sudden clubbing blow, the figures continue to assault him, the wallclimber leaping across the iced pit as it whacks at Vailis in passing. The other swings its hefty wood and attempts to take a bite out of the Pathfinders leg.
Club on Vailis: 1d20 + 5 ⇒ (19) + 5 = 24
Club on Vailis: 1d20 + 5 ⇒ (12) + 5 = 17
Bite on Vailis: 1d20 ⇒ 10
Damage: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (3) = 11
The pale figure sails past the rest of the party's view before disappearing around the corner of the halls.
27 Yellow
25 Red
19 Adeah
11 Ingrge
11 Kyra
10 Jorgen
9 Vailis (Damage: 20)
Party is up, Vailis could use some help!
Vailis
|
Concentration DC 23: 1d20 + 16 ⇒ (3) + 16 = 19
Vailis is quickly beaten, he tries to bring a powerful ally to aid by his side, but loses concentration due to the dangerous proximity of his enemy and the spell is lost "Damned things!"
He does try to identify the creature.
K. nature if my eye is accurate: 1d20 + 5 ⇒ (13) + 5 = 18
HP 41/67 AC 20 TAC 13
Ingrge
|
Hearing Vailis being attacked, Ingrge moves 10' SE and fires at the yellow creature...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Point Blank Master, Deadly Aim
Damage: Strength, Magic, PBS, Deadly Aim
Longbow: 1d20 + 14 + 2 + 1 + 1 - 2 ⇒ (11) + 14 + 2 + 1 + 1 - 2 = 27
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 1 + 4 ⇒ (6) + 2 + 3 + 1 + 4 = 16
Adeah Silversong
|
Adeah hurries around the corner, drawing her musket, and fires at the one near Vailis.
Musket (touch) vs yellow: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d12 + 14 ⇒ (2) + 14 = 16
Reload a cartridge as a free action.
Jorgen Badblood
|
Jorgen moves closer to the fray and begins to perform loudly, rallying his allies to face the foes attacking from the shadows.
Inspire Courage, +2 Attacks and Damage.
| Grandmaster TOZ |
Vailis quickly realizes the party is under attack by morlocks, degenerate humanoids that live in the underground worlds of Golarion. Their lives living in close spaces allows them to swarm foes, while their adaptation to the dark makes them weak to bright lights.
Adeah finds the rocky walls to close to the target, deflecting her bullet wide, but Ingrge manages to land an arrow directly into the yellow skinned chest!
27 Yellow (Damage: 16)
25 Red
19 Adeah
11 Ingrge
11 Kyra
10 Jorgen
9 Vailis (Damage: 20)
| grimdog73's second pregen |
Kyra moves forward and shoots a ray of brilliant light at the morlock attacking Vallis.
touch: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 197d8 ⇒ (1, 5, 6, 4, 2, 7, 1) = 26casting searing light...going on the assumption morlocks take extra damage from light
| Grandmaster TOZ |
Kyra's searing ray causes the morlock to pitch over backwards, laying still and bleeding.
Red Stealth: 1d20 + 12 ⇒ (16) + 12 = 28
Vailis Perception: 1d20 + 1 ⇒ (17) + 1 = 18
The other assailant darts out of its hiding place across the way and leaps at Vailis again, bringing the club to bear once more. Two more morlocks leap from around the corner, swarming at Kyra for bringing the hated light to the cavern.
Red on Vailis: 1d20 + 5 ⇒ (17) + 5 = 22
Green on Kyra: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Blue on Kyra: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage on Vailis: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4
Damage on Kyra: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
Both Pathfinders take heavy blows to the skull, rattling their concentration.
25 Blue
25 Red
22 Green
19 Adeah
11 Ingrge
11 Kyra (Damage: 9)
10 Jorgen
9 Vailis (Damage: 24)
Party is up!
Vailis
|
Concentration DC 23: 1d20 + 16 ⇒ (18) + 16 = 34
Vailis steps back and insists on bringing a stout defender. With his concentration more accurate this time, an augmented hound archon attends his call and comes into help.
At the back of the morlock, the sacred hound starts attacking the caves being with his greatsword.
mwk greatsword: 1d20 + 11 ⇒ (3) + 11 = 142d6 + 6 ⇒ (6, 2) + 6 = 14
mwk greatsword: 1d20 + 6 ⇒ (10) + 6 = 162d6 + 6 ⇒ (2, 2) + 6 = 10
bite: 1d20 + 3 ⇒ (4) + 3 = 71d8 + 4 ⇒ (2) + 4 = 6
The archon comes with:
magic circle against evil: +2 deflection AC and resistance vs evil creatures at 10' radius
aura of menace (DC 16): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
HP 37/67 AC 21 TAC 14
Jorgen Badblood
|
Jorgen steps onto the ice to engage with the morlocks. He raises his blade and strikes at one of the darting figures when it moves in to attack. His blade hums with magical energy as it slices through the air.
+1 Keen Falchion, PA, Arcane Strike, Inspire Courage: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Slashing, magic, Inspire Courage: 2d4 + 15 + 2 ⇒ (1, 3) + 15 + 2 = 21
Maintaining inspire courage. Don't forget to add the bonuses to your attacks and damage, including on summoned creatures.
"Ha! It looks like we have the hosts of Heaven on our side!" he says when he sees the archon appear.
Adeah Silversong
|
Adeah moves back several steps (provoking some attacks of opportunity) and fires on the nearer one, expertly threading her bullets through gaps between her allies.
Friendly Fire Maneuvers feat + Solo Tactics negates the soft cover.
Musket + Inspire Courage vs green, touch: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Damage: 1d12 + 14 + 2 ⇒ (1) + 14 + 2 = 17
| Grandmaster TOZ |
| 1 person marked this as a favorite. |
AoO on Adeah: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
AoO on Adeah: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Adeah manages to dodge the clubbing blows and punch a solid hole in her target. Kyra has less luck, the discombobulation of the head blow making her swing sluggish. Jorgen slices into his foe with a devastating cut, blood spattering the icy floor. Vailis' champion cuts down his target with two great swipes of his greatsword!
25 Blue (Damage: 21)
22 Green (Damage: 17)
19 Adeah
11 Ingrge
11 Kyra (Damage: 9)
10 Jorgen
9 Vailis (Damage: 24)
Ingrge
|
Really sorry, guys, totally missed that it was my turn...I must be freakin’ blind..,
Ingrge fires at green first and, if it drops, then blue...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot
Damage: Strength, Magic, PBS, Deadly Aim, Rapid Shot
Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (4) + 14 + 2 + 1 + 1 - 2 - 2 = 18
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 1 + 4 ⇒ (4) + 2 + 3 + 1 + 4 = 14
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 1 + 4 ⇒ (3) + 2 + 3 + 1 + 4 = 13
Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 2 ⇒ (15) + 9 + 2 + 1 + 1 - 2 - 2 = 24
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 1 + 4 ⇒ (1) + 2 + 3 + 1 + 4 = 11
Longbow (Rapid Shot): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 ⇒ (17) + 14 + 2 + 1 + 1 - 2 - 2 = 31
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 1 + 4 ⇒ (4) + 2 + 3 + 1 + 4 = 14
Jorgen Badblood
|
Kn:Local; Take 10; heroism: 10 + 10 + 2 = 22
Jorgen wiggles his fingers and the morlock blood runs off his blade until it is completely clean. "Bloody morlocks. If you see one of them, you can be sure there's another ten hiding in the shadows. Best keep our eyes open."
| grimdog73's second pregen |
Good...I can tend to our wounds now...Come here, Vallis.. Kyra says before she sends out a warm wave of healing energy.
clw: 1d8 + 1 ⇒ (4) + 1 = 5clw: 1d8 + 1 ⇒ (2) + 1 = 3clw: 1d8 + 1 ⇒ (6) + 1 = 7clw: 1d8 + 1 ⇒ (8) + 1 = 9Vallis is at full...now for me...
clw: 1d8 + 1 ⇒ (1) + 1 = 2clw: 1d8 + 1 ⇒ (2) + 1 = 3clw: 1d8 + 1 ⇒ (4) + 1 = 5
RNG sucks for me today...6 charges from the wand...good thing it's a pregen...lol
Vailis
|
"Hmmm... thanks a lot Kyra, I feel much better now" Vailis observes how his wounds all but disappear.
Maybe you can toss a channel to heal both if you want to save a bit on the wand
"I guess it is time to go forward... but what way?" the half-elf points the archon to follow the south-eastern tunnel.
In Celestial he asks to bring help into the party, and the archon casts aid on each member of the party.
+1 morale to hit and vs fear for 6 min, and 1d8 + 6 ⇒ (1) + 6 = 7 temp hp
Vailis
|
"Hmmm... ok, thanks A. Hound. Let's see what's at the northern passage before we set our friends to start the jumping dance again" the half-elf chuckles and follows the hound on the passage north.
Jorgen Badblood
|
"Alright, let's tie a rope to Kyra's waist this time. We dont want our cleric tumbling into the Darklands again.". Jorgen can easily leap over the pit, so he hands his rope rope to the Sarenraeite to tie around herself.
"Just do your best jump you can. Uncle Jorgen will pull you up if you don't make it."
| grimdog73's second pregen |
It's not my fault there aren't many obstacle courses at the abbey. I'll take it up with the Head Priestess when I get back.. she says in reply to the sarcasm
And if one of you makes a "she's falling for him" remark...I'll take my sweet time getting to you if you need any healing...got it>
Jorgen Badblood
|
Jorgen casually hops over the pit, ready to help anyone who falls in.
Take 10: Acrobatics: 10 + 12 + 2 = 24
"I'd never disrespect a woman of the clothe in such away. Just don't want to lose anyone. Now, don't worry, if you slip I got the rope. I won't let you fall."
Ingrge
|
Ingrge will jump over the pit as well...
(Take 10 Acrobatics for 33)
Once on the other side, Ingrge will draw his bow, and proceed quietly and warily forward...
Stealth: 1d20 + 23 ⇒ (19) + 23 = 42
Percpetion: 1d20 + 24 ⇒ (19) + 24 = 43