| Tetsu Yama Takahashi |
Tetsu ponders the creatures for a moment.
Knowledge Planes: 1d20 + 6 ⇒ (10) + 6 = 16
The humanoid bodies the Vermleks "wear" Are they the actual bodies (read Eggar suits) or is it just some kind of disguise?
Meanwhile, she pulls out a potion and drinks it CLW: 1d8 + 1 ⇒ (3) + 1 = 4
| George Soundtracker |
These are the real bodies. George knows that for certain
George casts detect magic and looks over the area. Speaking to a few of the archers, "Would you please take these bodies across the street and stash them for later retrieval? Their remains have been fouled enough. I shudder to think of what is being done to Terendelev."
Hoping they will only be gone for maybe 2 or 3 rounds. Dump bodies across the street in a window or something.
He taps a wand on his bandolier. "If we have time, I can get the fast healing going"
Probably round 2 would be tapping myself with the wand. If we are going to be here longer, I will tap anyone else and let us slowly heal as we are moving around.
| GM Roxtar |
@matt after the looting/healing here, i would say only about 2 minutes total
Looking over the bodies, both were carrying normal quality scythes, with the armor looking to be barely functional. Once the creatures infested the host, and subsequently burst out, it ruined it to the point of making it unusable.
As for who they are, these do indeed seem to be the very persons that they look like, what remains of them now.
George taps himself with the wand to start healing.
Coop 33/39
Firas 39/40
Tetsu 36/40
George 35/35
adjusted up by a point to account for the temp HP that had been acquired, and would have been lost prior to normal HP damage.... sorry that i forgot to include that earlier
| Cupradhal |
Coop casts alter self before moving into the next room.
Buff list
Blood Boiling pill (6 hours, 58 minutes) [+2 to init/saves vs. cold, double bleed damage]
Antiplague (57 minutes) [+4 saves vs. disease]
Antitoxin (57 minutes) [+4 saves. vs. poison]
oil of remove fear (7 minutes, 42 seconds) remove fear
Meditation tea (7 minutes, 48 seconds) [+2 vs. mind-affecting saves]
shield (2 minutes)shield
alter self (Sasquatch) (4 minutes)
| GM Roxtar |
The faces of the portraits that hang on the walls of this room have been slashes. Two marble planters lie smashed in pieces on the ground, and mud streaks across the white stone floor.
| Firas al-Adil |
Firas shakes his head in disgust, then his eyes flash with his second sight.
Giving a quick look around for anything hidden and reactivating Paladar, assuming no pings in this room I will begin towards the eastern room.
perception: 1d20 + 7 ⇒ (11) + 7 = 18
my archer too
perception: 1d20 + 9 ⇒ (10) + 9 = 19
| GM Roxtar |
A bracket shows where a longsword once hung over a stylized gold sunburst affixed to the south wall. Lines of strange runes are carved into the walls on both sides of the sunburst. Dried blood and excrement have been smeared across the sunburst and a short bench for kneeling that sits on the floor.
| George Soundtracker |
"Remember that place of Torag we found? Another blessing could come in handy."
George would spend a moment using prestidigitation to clean the sunburst and the bench.
Was this a place that would have been hallowed, or consecrated? I bought the scroll of consecrate, but it is a 20' burst. This seems a bit small. But if appropriate, I will use once casting from it here. It would be nice to have a holy place to fall back on and to stick it to the demons. We are supposed to be reclaiming places from them anyway.
Knowledge Religion: 1d20 + 11 ⇒ (10) + 11 = 21
| Cupradhal |
"THAT'S JUST A SHAME." Coop says, unconsciously baring his sasquatch fangs. "EVEN THOUGH THEY TOOK SOME MUCKETY-MUCKS, I THINK THOSE WORMS WE JUST KILLED WERE STRICTLY SMALL TIME. BUT I'D VERY MUCH LIKE TO GET MY HANDS ON WHOEVER ORDERED THIS."
Pleased to see that consecrate doesn't have that long of a casting time.
| Firas al-Adil |
"That looks like the proper resting place of this mighty weapon," Firas says as he places his weapon into the bracket, and kneels briefly in prayer.
"Iomedae, hear my prayer. I have devoted my life to your ally, Sarenrae. This blade which was once devoted to your service in the hands of Yaniel, has made it into mine. With your blessing, I swear that it will be used to purge the demons from this land."
| GM Roxtar |
This appears to have once been a shrine to Iomadae.
you are able to clean the place up if you'd like, and you are welcome to cast Consecrate too.
Firas set the scimitar up in the bracket and says a heartfelt prayer.
| Firas al-Adil |
Firas gives a small nod and prays, "I gratefully accept your inheritance," as he retrieves the scimitar and invokes its bright illumination.
"Onward, friends! To glorious victory!" he cries as he opens the eastern door.
GM_MG
|
Coop nods and holds his earthbreaker at the ready.
Knocked 30 seconds off the buffs, if more time has passed I'll remove more.
Buff list
Blood Boiling pill (6 hours, 57 minutes) [+2 to init/saves vs. cold, double bleed damage]
Antiplague (56.5 minutes) [+4 saves vs. disease]
Antitoxin (56.5 minutes) [+4 saves. vs. poison]
oil of remove fear (7 minutes, 12 seconds)
Meditation tea (7 minutes, 18 seconds) [+2 vs. mind-affecting saves]
shield (1 minute, 30 seconds)
alter self (Sasquatch) (3 minutes, 30 seconds)
| George Soundtracker |
Skald 3 |Oracle 4 |Song starts 10 | Reaction Available
Antiplague (56.5 minutes) [+4 saves vs. disease]
Antitoxin (56.5 minutes) [+4 saves. vs. poison]
Blue Arrow still has Potion of CSW and one Bane arrow
| GM Roxtar |
This room was once some sort of museum, but its contents have been smashed and scattered across the room—even the shelves have been shattered and torn apart in places. The decapitated bodies of two knights, their armor and bodies broken and mangled, lie in the ruins.
From within the room, a high pitched conversation is taking place.
A second, even higher voice. "Yes yes, me too. Hiding sounds really good. But what about Lord Deskari? When he rules the world, can I still hide?"
"Of course not silly. Once he takes over everything, then we should just be smart and join him."
"You're right. Why didn't I think of that? Maybe it's because these nosey people are distracting me."
"Me too. Let's kill em!"
From the north end of the room, two small creatures can be seen, holding what look like heads. They toss them to the side and prepare for battle.
Init, Coop: 1d20 + 0 ⇒ (5) + 0 = 5
Init, Firas: 1d20 + 0 ⇒ (11) + 0 = 11
Init, George: 1d20 + 2 ⇒ (4) + 2 = 6
Init, Tetsu: 1d20 + 8 ⇒ (20) + 8 = 28
Init, Green: 1d20 + 0 ⇒ (10) + 0 = 10
Init, Orange: 1d20 + 0 ⇒ (14) + 0 = 14
Round 1
28 Tetsu 36/40*
14 Orange
11 Firas 39/40
10 Green
06 George 35/35
05 Coop 33/39*
i know george mentioned using charges from the wand, just wanting to if those were used/marked off, but i'll be happy to top your HP off in the next post if so :)
| Tetsu Yama Takahashi |
Tetsu moves into the room and thinks about the creatures.
Knowledge Planes: 1d20 + 5 ⇒ (16) + 5 = 21 GM choice on Knowledge
She then swings the ranseur at green, her movements almost looking like a dance
PA+Immediate Study/Sneak: 1d20 + 9 - 2 + 1 ⇒ (15) + 9 - 2 + 1 = 232d4 + 7 + 6 + 1 + 1d6 ⇒ (4, 2) + 7 + 6 + 1 + (6) = 26 Magic good
| GM Roxtar |
Resist acid 10, cold 10, fire 10
Hatred of Mirrors (Ex) An abrikandilu loathes the sight of its own reflection. Using a mirror grants a +5 bonus on Intimidate checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GM’s discretion, some shields could be considered mirrors) must attempt a DC 15 Will save at the start of its turn. If it fails, the abrikandilu must focus all of its actions that round on attempts to destroy the mirror.
Round 1
28 Tetsu 36/40
14 Orange
11 Firas 39/40
10 Green, -26
06 George 35/35
05 Coop 33/39
Orange tries to tumble closer before biting at Tetsu.
Acrobatics: 1d20 ⇒ 8 movement will provoke from Tetsu
Bite: 1d20 + 7 ⇒ (2) + 7 = 9 miss
Phys: 1d6 + 2 ⇒ (6) + 2 = 8
| Tetsu Yama Takahashi |
Swirling around to continue the arc of the previous swing, Tetsu slices deep at the approaching demon.
AoO: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 182d4 + 13 ⇒ (1, 3) + 13 = 17
| Firas al-Adil |
Firas rushes into the room brandishing his golden blade.
scimitar: 1d20 + 9 ⇒ (20) + 9 = 29
blessed crit dmg: 2d6 + 10 ⇒ (2, 6) + 10 = 18
| GM Roxtar |
Tetsu defeats one of the odd creatures as it approaches, while Firas rushes in and deals the other a heavy blow. The small creature attacks wildly at the Paladin in response, but fails to connect.
Bite: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Phys: 1d6 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Claw1: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Phys: 1d4 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Claw2: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Phys: 1d4 + 2 + 4 ⇒ (1) + 2 + 4 = 7
everyone is up
| Cupradhal |
Coop moves in and attacks the remaining enemy.
Attack: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Damage: 2d6 + 13 ⇒ (5, 2) + 13 = 20
| George Soundtracker |
George sees how quickly these are getting wounded. Grabbing a sure grip on his bardiche, he moves to slash.
Bardiche : 1d20 + 3 ⇒ (7) + 3 = 10 for Slash Damage: 1d10 + 1 ⇒ (7) + 1 = 8
Skald 3 |Oracle 4 |Song starts 10 | Reaction Available
| Firas al-Adil |
Posting for my archer that I almost forgot about. Moving into the room and firing thru cover and into melee
bow-cover-melee+PBS: 1d20 + 8 - 4 - 4 + 1 ⇒ (1) + 8 - 4 - 4 + 1 = 2
...aaaaand Firas has an arrow up his ass.
| Tetsu Yama Takahashi |
Purple archer moves into position and lets loose an arrow into the fracas, hoping for a solid hit
PBS: 1d20 + 1 ⇒ (10) + 1 = 111d8 + 1 ⇒ (4) + 1 = 5
then Tetsu again slashes at green, cursing its existence under her breath
PA: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 262d4 + 14 ⇒ (2, 1) + 14 = 17 the -4 is for cover, green was my studied target
Crit confirm: 1d20 + 6 ⇒ (14) + 6 = 204d4 + 28 ⇒ (2, 3, 3, 3) + 28 = 39
so if 20 confirms, 56 total!!!
| GM Roxtar |
The remaining enemy is cut to ribbons with the combined assault.
Searching the room reveals only one item that hasn't been destroyed, a filthy, and very blood-stained morningstar that detects as magic.
| Cupradhal |
Don't want to spend the minute on identification, so I'll just give it a shot with detect magic.
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26
Coop whistles. "THAT'S A PRETTY GOOD WEAPON RIGHT THERE."
| George Soundtracker |
George hefts his bardiche. "Keep swapping things around? I can use whichever one is worse."
Figure I would give my bardiche to Blue Arrow, and use what you don't want.
| George Soundtracker |
George also looks at the state of the bodies. Taking a sack he at least puts the heads in there for retrieval.
"Unless we wish to ask one of our allies to collect and place their remains with the other. The head is the bridge between soul and body. To speak with the other side, this is all that is required. This is the most important part to bury, if you do not wish to cremate in the field."
| Firas al-Adil |
Firas nods solemnly at George's respect for the fallen. Then he taps his blade with his wand before replacing it in his wrist sheath. He moves to the next door, stopping to listen for any activity beyond.
perception: 1d20 + 7 ⇒ (9) + 7 = 16
archer perception: 1d20 + 9 ⇒ (4) + 9 = 13
Bless Weapon wand 16 charges remaining
Bless Weapon 9 rounds remaining
| Cupradhal |
Coop moves to the next door, recasting shield on the way.
Figuring 2 rounds of combat, 3 rounds of detect magic, 1 round of movement, and however long George's actions took, I'll deduct another minute. Let me know if you'd like more.
Buff list
Blood Boiling pill (6 hours, 56 minutes) [+2 to init/saves vs. cold, double bleed damage]
Antiplague (55.5 minutes) [+4 saves vs. disease]
Antitoxin (55.5 minutes) [+4 saves. vs. poison]
oil of remove fear (6 minutes, 12 seconds)
Meditation tea (6 minutes, 18 seconds) [+2 vs. mind-affecting saves]
shield (4 minutes)
alter self (Sasquatch) (2 minutes, 30 seconds)
| GM Roxtar |
The north door opens up into a small corridor. There are three doors here, one continuing north, another heading west, and the third which you just entered through.
sounds good on the buffs coop
| Cupradhal |
I'll pocket the morningstar for the moment unless someone else wants it. I'll stick with the cold iron earthbreaker for the moment, though.
Coop moves in and looks for traps before opening the western door.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
| George Soundtracker |
George is running around with normal weapon. He would take any weapon that is not being used. If Tetsu wants to use it, I will go back to the ransuer. Just need something.(As long as he can carry it. Scrawny STR 13 in this group.)
| Cupradhal |
Go for it.
| GM Roxtar |
Coop checks the western door, and it seems safe. Trying the doorknob reveals that it is locked.
| Cupradhal |
With a flash of golden light, Coop attempts to unlock the door.
Knock.
CL+10: 1d20 + 14 ⇒ (7) + 14 = 21
If that fails, Coop draws a crowbar and attempts to force the door.
Take 10, Strength, Crowbar: 10 + 6 + 2 = 18
| GM Roxtar |
Coop takes a few moments trying to open the door, but is unsuccessful.
| George Soundtracker |
George pulls out the Chime of Opening from the given supplies. He also waves the new adamantine morningstar from the other room.
”We have a few uses of this. Or we can forget subtle. I do not know if we checked the pockets of everyone, but the key might be in one of the other rooms.”
| Cupradhal |
"GO AHEAD, THEN" Coop says, gesturing at the chime.
| George Soundtracker |
| 1 person marked this as a favorite. |
George aims the chime at the door. "This would work better with a cow bell."
Caster level 11: 1d20 + 11 ⇒ (14) + 11 = 25 9 uses left. Did not see anything about magic musical stuff being more potent in bard(ish) hands.
| Firas al-Adil |
While the others fiddle with the western door, Firas steps over to listen at the northern door and then carefully test to see if it is locked (but doesn't open it just yet).
perception: 1d20 + 7 ⇒ (13) + 7 = 20
| Cupradhal |
Strength, crowbar: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Strength, crowbar: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Strength, crowbar: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Strength, crowbar: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
| GM Roxtar |
George sounds the chime, directing it at the door. The sound echoes, but the door remains locked.
Meanwhile, Firas, listening at the other door, hears the muffled sounds of conversation that quickly cuts off once the chime sounds.
| Firas al-Adil |
"Time's up, friends, they've heard us." he says with a shake of his head.
"Die, fiends!" he shouts as he throws the door open wide.
| GM Roxtar |
Blood and filth smear floor of this long room. Six white stone statues of famous heroes line the hall—each clawed, bloodstained, partially smashed, or otherwise defaced. At the far end of the hall, a raised dais holds an upturned alabaster altar. Sitting atop the upside-down altar is a hideous mass of severed limbs that have been stitched together into a vile monstrous insectoid shape. Before the dais, seven ratty bedrolls have been laid out on the floor.
Three armored humans stand, ready to fight.
Init, Coop: 1d20 + 0 ⇒ (16) + 0 = 16
Init, Firas: 1d20 + 0 ⇒ (18) + 0 = 18
Init, George: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Tetsu: 1d20 + 8 ⇒ (12) + 8 = 20
Init, Red: 1d20 + 5 ⇒ (9) + 5 = 14
Init, Yellow: 1d20 + 5 ⇒ (6) + 5 = 11
Init, Blue: 1d20 + 5 ⇒ (1) + 5 = 6
Round 1
20 Tetsu 36/40
18 Firas 39/40
16 Coop 33/39
15 George 35/35
14 Red
11 Yellow
06 Blue
oof, bad guys are all going last... if they last the round. lol. everyone is up
| George Soundtracker |
George quickly moves toward the back wall of the room. George starts swinging his morning star in short arcing slashes. "What y'all wanna do? Wanna be hackers?" The edges of the party's weapons begins to gleam. Magical weapons become Keen. Regular are magic. Spirit Slam is +6/+4 The wisp around his body rake at the creature.
Blue Arrow moves in and takes a shot at Blue.
Knowledge A/D/or N: 1d20 + 9 ⇒ (5) + 9 = 14 +2 if Local or Religion
Spirit Slam: 1d20 + 6 ⇒ (9) + 6 = 15 for Negative damage: 1d4 + 4 ⇒ (4) + 4 = 8
Magic Bow: 1d20 + 9 ⇒ (13) + 9 = 22 for Magic Piercing: 1d8 + 1 ⇒ (7) + 1 = 8 If human, I guess +2 on attack and damage
Skald 3 |Oracle 4 |Song starts 9 | Reaction Available
| Cupradhal |
Coop rushes past yellow (who hopefully can't make AoOs while flat-footed) and attacks from flank.
Attack, Power Attack, Flank: 1d20 + 11 - 2 + 2 ⇒ (20) + 11 - 2 + 2 = 31
Confirmation: 1d20 + 11 - 2 + 2 ⇒ (11) + 11 - 2 + 2 = 22
Normal damage: 2d6 + 16 ⇒ (5, 4) + 16 = 25
Extra if crit confirms: 4d6 + 32 ⇒ (6, 3, 5, 4) + 32 = 50
Coop spends an immediate action and a point of abjuration focus to Counterstrike.
Attack, power attack: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Damage, counterstrike bonus: 2d6 + 16 + 1 ⇒ (5, 3) + 16 + 1 = 25
The archer moves in and loses an arrow at yellow or blue
Attack, point blank, favored enemy: 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14 -4 if engaged in melee
Damage: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5