| Cannetaken |
Tak and his ally move into the room to the east. He checks both doors for traps.
East door: 1d20 + 11 ⇒ (16) + 11 = 27
North door: 1d20 + 11 ⇒ (13) + 11 = 24
| GM Roxtar |
WalMir recognizes this alcove as a shrine to Iomedae where visiting guards knelt and prayed before moving deeper into the garrison and finds that the runes are written in Celestial offering up prayers to Iomedae, though the lettering is unusually florid and complex.
Salvatore casts his spell, but does not detect any magic in either room.
Tak checks for traps, but all seems clear.
| Darius Coldwall |
Darius speaks celestial, can he make anything out
we shall move forward since there is no sign of danger presently. Stay sharp comrades
Darius will move deeper in to the west if everything is clear
| GM Roxtar |
the writing in Celestial are just generic prayers to Iomedae, if a bit overdone in the presentation. There is indication that those of faith would kneel and offer a prayer here.
Tak opens the eastern door. 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.
??: 1d20 + 12 ⇒ (3) + 12 = 15
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 and performing a macabre puppet show. They toss them to the side and prepare for battle.
Init, Darius: 1d20 + 1 ⇒ (18) + 1 = 19
Init, Salvatore: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Tak: 1d20 + 8 ⇒ (8) + 8 = 16
Init, WalMir: 1d20 + 3 ⇒ (6) + 3 = 9
Init, Blue: 1d20 ⇒ 16
Init, Yellow: 1d20 + 0 ⇒ (17) + 0 = 17
Round 1
Darius 40/40
Salvatore 22/22
Yellow
Tak 27/27
Blue
WalMir 24/24
| Salvatore Vasili |
Knowledge Religion: 1d20 + 12 ⇒ (19) + 12 = 31
Salvatore will move to get a view of the creatures and then use the Magic Missile Wand at Teal.
Magic Missile Force Damage: 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9
What would it be to Identify them?
The mongrelmen will move and shoot at Teal.
Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage Piercing: 1d8 ⇒ 8
| Salvatore Vasili |
Knowledge Planes: 1d20 + 12 ⇒ (8) + 12 = 20
GM's choice for questions
| GM Roxtar |
1. Immune: electricity, poison
2. Weaknesses: hatred of mirrors
-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, it must focus all of its actions that round on attempts to destroy the mirror.
someone wanna poke darius? or bot him maybe?
| Darius Coldwall |
Darius will enter the room and move up to teal
In celestial you foul creatures do not deserve to speak the holy tongue. You have fall for the atrocities you have committed
Attack on teal
Scythe PA: 1d20 + 7 ⇒ (13) + 7 = 202d4 + 13 ⇒ (3, 1) + 13 = 17
| GM Roxtar |
Salvatore fires off enchanted orbs, while Darius rushes forward, slashing at the creature.
Yellow moves closer to Darius, and lets loose with it's attacks.
Claw1: 1d20 + 7 ⇒ (6) + 7 = 13 miss
Slashing: 1d4 + 2 ⇒ (2) + 2 = 4
Claw2: 1d20 + 7 ⇒ (2) + 7 = 9 miss
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 7 ⇒ (9) + 7 = 16 hit
Phys: 1d6 + 2 ⇒ (2) + 2 = 4
Darius, Fort: 1d20 + 9 ⇒ (13) + 9 = 22 pass
Round 1
Darius 36/40
Salvatore 22/22
Yellow
Tak 27/27
Blue, -26
WalMir 24/24
| Cannetaken |
Take and co. move in and fire at blue.
Tak pistol: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
B&P, Good: 1d8 + 1 ⇒ (4) + 1 = 5
Mongrelman: 1d20 + 8 ⇒ (12) + 8 = 20
Piercing: 1d8 ⇒ 4
| GM Roxtar |
Tak fires and strikes the creature, but it's tough hide seems to deflect the damage. Tak's ally however fails to connect.
the mongrelmen do not gain the benefit of the pbs/precise shot combo. they are just as is, and are lacking in precise shot. gives them a net -4 to a target engaged in melee.
Blue takes a step past Darius, then attacks the paladin
Claw1: 1d20 + 7 ⇒ (8) + 7 = 15 miss
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Claw2: 1d20 + 7 ⇒ (20) + 7 = 27 possible crit
Slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Claw2, confirm: 1d20 + 7 ⇒ (12) + 7 = 19 confirm
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 7 ⇒ (13) + 7 = 20 hit
Slashing: 1d6 + 2 ⇒ (4) + 2 = 6
Darius, Fort: 1d20 + 9 ⇒ (11) + 9 = 20 pass
Round 1
Yellow
Tak 27/27
Blue, -26
WalMir 24/24Round 2
Darius 19/40
Salvatore 22/2
| Salvatore Vasili |
Salvatore will move into the room and use the Magic Missile Wand at Teal
Magic Missile Damage: 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12
The Mongrelman will drop the bow, move closer while drawing the club. Then take a swing at Teal. If Teal is down he has enough movement to go Yellow and attack
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage Blunt: 1d6 + 3 ⇒ (1) + 3 = 4
| Darius Coldwall |
Darius will strike at Teal if he is still up. Will target Yellow is Teal is down
Attack, Scythe PA: 1d20 + 7 ⇒ (10) + 7 = 17
Cold Iron Slashing Damage: 2d4 + 13 ⇒ (2, 4) + 13 = 19
The mongrelman will go into the room and target Yellow.
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage Piercing: 1d8 + 1 ⇒ (3) + 1 = 4
WalMir
|
Hearing the sounds of fighting in the next room, Walmir moves in to see what's going on, he then moved into position for next round. His mongrelman companion stows his bow, draws his club and then moves closer to the action.
| GM Roxtar |
Salvatore finishes off blue, Darius slashes and deals damage to yellow.
The mongrelmen both miss their attacks.
Yellow lets loose on Darius again.
Claw1: 1d20 + 7 ⇒ (20) + 7 = 27 crit
Slashing: 1d4 + 2 ⇒ (1) + 2 = 3
Claw1, confirm: 1d20 + 7 ⇒ (9) + 7 = 16 confirm
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6
Claw2: 1d20 + 7 ⇒ (4) + 7 = 11 miss
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 7 ⇒ (1) + 7 = 8 miss
Slashing: 1d6 + 2 ⇒ (4) + 2 = 6
Round 2
Darius 10/40
Salvatore 22/22
Yellow, -19
Tak 27/27
WalMir 24/24
| Cannetaken |
Tak shoots at the remaining enemy.
Pistol: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
B&P, Good: 1d8 + 1 ⇒ (8) + 1 = 9
Then quick clears his misfire.
The Mongelman fires another arrow at the remaining enemy.
Mongrelman: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
Piercing: 1d8 ⇒ 5
Awesome round...
Kvothe Incruentus
|
Hoping to turn the tide in the battle, Walmir takes a stab at the creature that is left.
attack: 1d20 + 5 ⇒ (1) + 5 = 6
piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Walmir's archer will double move into position for melee
| GM Roxtar |
Tak squeezes the trigger, but an odd hissing from the barrel is all that happens. Taking a moment, he clears the faulty ammo.
The hissing distracts WalMir and Tak's helper, leading them to miss on their attacks.
Round 3
Darius 10/40
Salvatore 22/22
Yellow, -19
Tak 27/27
WalMir 24/24
| Salvatore Vasili |
Salvatore will Magic Missile Yellow.
Magic Missile Damage: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13
Mongrelman 5ft then attack in flank.
Attack in Flank: 1d20 + 6 ⇒ (5) + 6 = 11
Damage Blunt: 1d6 + 3 ⇒ (6) + 3 = 9
| Darius Coldwall |
Darius will strike at Yellow.
Attack, Scythe PA: 1d20 + 7 ⇒ (17) + 7 = 24
Cold Iron Slashing Damage: 2d4 + 13 ⇒ (2, 1) + 13 = 16
Mongrelman will move and take a shot at yellow.
Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Piercing Damage: 1d8 + 1 ⇒ (3) + 1 = 4
| GM Roxtar |
With the missiles hitting the target, the creature stumbles, and Darius slices the fiend in half with his wicked blade.
out of combat
they are carrying no items or equipment.
| Salvatore Vasili |
Going to use the wand of Cure Light Wounds to heal up Darius.
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
| Salvatore Vasili |
Salvatore will check the room then if there is nothing in the room we can move out and head to the next door. Darius leading the way and Tak checking and unlocking the door.
| GM Roxtar |
Searching the room reveals only one item that hasn't been destroyed, a filthy, and very blood-stained morningstar that detects as magic.
+1 adamantine morningstar
| Salvatore Vasili |
Salvatore will try to identify the Morningstar.
Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22
| Darius Coldwall |
Darius will move up to the next door and open it
opening the door once everyone is set up behind him and traps were searched for
| GM Roxtar |
Tak checks the door out and it seems safe enough.
Opening the door reveals another hallway. There are two closed doors here, one to the north and the other to the west.
| GM Roxtar |
Tak looks over the door and gives the thumbs up.
the western door is locked
| GM Roxtar |
Tak tinkers with the complex lock, but it remains firmly engaged.
| GM Roxtar |
Opening the north door, 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.
Standing in the room are three armored persons, weapons at the ready.
Init, Darius: 1d20 + 1 ⇒ (11) + 1 = 12
Init, Salvatore: 1d20 + 2 ⇒ (8) + 2 = 10
Init, Tak: 1d20 + 8 ⇒ (15) + 8 = 23
Init, WalMir: 1d20 + 3 ⇒ (11) + 3 = 14
Init, Purple: 1d20 + 5 ⇒ (14) + 5 = 19
Init, Yellow: 1d20 + 5 ⇒ (4) + 5 = 9
Init, Green: 1d20 + 5 ⇒ (1) + 5 = 6
Round 1
Tak 27/27
Purple
WalMir 24/24
Darius 40/40
Salvatore 22/22
Yellow
Green
| Cannetaken |
Tak steps in and fires at Yellow, then reloads.
Pistol: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
B&P, Good: 1d8 + 1 ⇒ (2) + 1 = 3
Taks Mongrelman moves in, drawing his club. He swingsbat Yellow.
Club(+2 if Human): 1d20 + 6 ⇒ (13) + 6 = 19
Bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
| GM Roxtar |
Tak and his helper deal some damage to the armored human.
Round 1
Tak 27/27
WalMir 24/24
Darius 40/40
Salvatore 22/22
Purple, ?
Yellow, -12
Green
WalMir
|
Moving in to the next room, Walmir moves up and attacks the nearest foe. His mongrelman follows him into the room and attacks also
attack(Walmir): 1d20 + 5 ⇒ (18) + 5 = 23
damage (piercing): 1d6 + 1 ⇒ (4) + 1 = 5
attack(mongrelman): 1d20 + 6 ⇒ (12) + 6 = 18
damage (bludgeon): 1d6 + 1 ⇒ (6) + 1 = 7
| Darius Coldwall |
Darius will move up and slash the one standing next to Walmart
Scythe PA: 1d20 + 7 ⇒ (13) + 7 = 20
slashing damage: 2d4 + 13 ⇒ (4, 3) + 13 = 20
| Salvatore Vasili |
The Mongrelman Steve will move up and shoot his bow at Green or purple if green is down
Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Piercing: 1d8 ⇒ 2
Salvatore is going to move up and shoot the Magic Missile wand at Green or Purple is Green is down.
Magic Missile Damage: 3d4 + 3 ⇒ (1, 4, 4) + 3 = 12
| GM Roxtar |
WalMir finishes off yellow, while Darius steams into the room and takes out green. Purple seizes the opportunity and strikes out at Darius now that there is a clear lane to attack.
Melee: 1d20 + 7 ⇒ (15) + 7 = 22 hit
Slashing: 1d10 + 5 ⇒ (9) + 5 = 14
Salvatore fires off missiles peppering purple, while his helper fires into the nearby wall.
Round 2
Tak 27/27
WalMir 24/24
Darius 26/40
Purple, -12
Salvatore 22/22
| GM Roxtar |
amending the tracker slightly. forgot to add my other info in there...
Round 2
Tak 27/27
??
WalMir 24/24
Darius 26/40
Salvatore 22/22
Purple, -12
Tak is up