Wolstine Delwaris |
Eliza is still with us, correct?
Tell me Rindle, what is it that you are getting out of this interaction?
Perception to Sense Motive: 1d20 + 10 ⇒ (20) + 10 = 30
GM Worg |
Sorry, was ill yesterday. Eliza is still with you all, but she is focusing on the device.
"Er.. Uh.." Rindle stammers, twiddling his hands to try to come up with an answer. Wolstine is seeing through this charade. "I gotta go!" He makes a mad dash for the exit.
He seemed very negligent in his actions to prevent avoiding conflict, as though he intentionally wanted to draw the ire of the guardians.
Wolstine Delwaris |
Hmm, I suspect that Rindle tried to deliberately draw the guardians' ire. I don't know that we want to pursue him, but we should be vigilant as I assume we've not seen the last of him.
Rextangalin Werzerial |
"So where do we go then? I thought he was leading us."
Wolstine Delwaris |
I'm not rightly sure, honestly. We are here to collect samples. Perhaps we should focus on that? Or maybe Eliza has some other guidance?
Hobbo the Gobbo |
Hobbo watches Rindle sprint towards the exit. It takes him about a second to make up his mind: sprint after him. Hobbo jumps up on Doggo and rushes after Rindle. If/when he gets close, Hobbo hops off and tackles Rindle (if uncooperative) or takes him back to the group (if willing).
GM Worg |
Hobbo begins chase after Rindle, but realizes something strange about the Halfling. He appears to be changing form, no longer being that of a humanoid of the small variety. As Hobbo maintains a pace after the halfling look-a-alike, it disappears.
****************************************
Eliza shakes her head grimly. "Well, that was most peculiar. I say we continue with our sample gathering. Perhaps without interference we can get it safely." She follows you all as the device continues to hum in her hands.
Thankfully, continuing in the maze doesn't seem to be an issue without a guide. You all come across a new area, that appears crafted entirely from psychic and arcane energy bound in runes and musical notes. The sensation of this room leaves you feeling as though your minds are being bombarded with pounding sensory overload.
Arcana or Occultism to safely traverse this room, or you can risk a will save.
Rextangalin Werzerial |
Rex tries to traverse the room...
Occultism: 1d20 + 14 ⇒ (5) + 14 = 19
Wolstine Delwaris |
Indeed. I wonder if that was a doppelganger or some other being masquerading as Rindle. Did anyone know him well enough to say? I know many relationships in the society can be transient.
Occultism to traverse the room: 1d20 + 12 ⇒ (19) + 12 = 31
GM Worg |
Rextangalin doesn't seem to manage quite well, and he has the feeling something is watching him thoroughly.
Hobbo, unfortunately, finds himself being assaulted by knowledge unknown! Hobbo is dazzled while in this zone.
Wolstine manages to move without hinderance.
Korakai gulps. "Well.. Here goes nothing."
Korakai Arcana: 1d20 + 0 ⇒ (15) + 0 = 15
Unfortunately for the Tengu oracle, he doesn't do too well either. The party waits to see if anything bad happens, but all they are met with is silence and a feeling of foreboding. With nothing else coming to attack them, they have the freedom to take a sample and move to the next part of the maze.
Passing through the gate of mind takes the Pathfinders to the final stretch of the rune-warped corridor. This room combines the energies of the previous two rooms with primal energy and life essences, forming a forge of creation that the adventurers must pass through carefully in order to proceed.
Arcana, Athletics, or Nature.
Wolstine Delwaris |
Concentrate, get yourselves through.
Arcana: 1d20 + 10 ⇒ (3) + 10 = 13
Rextangalin Werzerial |
Arcana: 1d20 + 12 ⇒ (6) + 12 = 18
Rex starts to feel as though he has no idea what he's doing.
GM Worg |
I will consider the dog a success instead of Hobbo's if Hobbo rides on it.
The Pathfinders find themselves having some issues getting through, but eventually manage to get the sample. It isn't a particularly good one however. Before they can turn around and head to a different part of the maze, however, they hear Rindle's voice call out to them. It slowly turns more wicked as he speaks. "Oh, so you managed to get this far huh? Perhaps I should kill you all now, just like I killed your halfling friend earlier. Know the name of your killer, Nevashi, for it shall be the last you hear!"
Initiative Rextangalin: 1d20 + 11 ⇒ (9) + 11 = 20
Initiative Wolstine: 1d20 + 12 ⇒ (12) + 12 = 24
Initiative Korakai: 1d20 + 8 ⇒ (8) + 8 = 16
Initiative Hobbo the Gobbo: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative Nevashi: 1d20 + 12 ⇒ (6) + 12 = 18
Initiative Mr. Chitters: 1d20 + 6 ⇒ (3) + 6 = 9
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Wolstine(-0,Fine)
Hobbo the Gobbo(-0,Fine)
Doggo the Doggo(-0,Fine)
Rextangalin(-13,Fine)
Nevashi(-0,Fine)
Korakai(-0,Fine)
Mr Chitters(-0,Fine)
Occult or some knowledge related to plannar creatures to discover what Nevashi truly is. Declare as an action and I will secret roll.
Rextangalin Werzerial |
[ooc]Rex will take an action to recall knowledge (Occultism +14)[ooc]
GM Worg |
1d20 ⇒ 3
Rex fails to recollect any valuable information about this species.
Rextangalin Werzerial |
"As if I care what your name is. Did you expect me to know who you are?"
Unsure what might work or not work, Rex tosses a rock at the annoying creature.
◈◈ Cast a Spell - Telekinetic Projectile (attack, cantrip, evocation)
Tradition: occult
Components: somatic, verbal
Range: 30 feet
Targets: 1 creature
Attack: 1d20 + 13 ⇒ (16) + 13 = 29
Damage (Bludgeoning): 4d6 + 4 ⇒ (2, 5, 6, 3) + 4 = 20
Hobbo the Gobbo |
"What did you do to Rindle?". Hobbo fumes at the mouth. "You'll pay for what you did!"
Hobbo swiftly moves up and pulls out his scimitar.
One action move, one action draw weapon.
He yells for Doggo to join him. "Come on Doggo."
One action to Command Doggo.
Wolstine Delwaris |
Wolstine shakes her head. Curse this sudden but inevitable betrayal.
Performance for Lingering Composition: 1d20 + 13 ⇒ (16) + 13 = 29
Everyone gets Inspire Courage for the next 3 rounds
Wolstine then Squints at Rindle and casts a Ill Omen. So unlucky you are to be found out so quickly.
Rindle needs to make a Will save DC21.
GM Worg |
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Wolstine(-0,Fine)
Hobbo the Gobbo(-0,Fine)
Doggo the Doggo(-0,Fine)
Rextangalin(-13,Fine)
Nevashi(-26,Fine)
Korakai(-0,Fine)
Mr Chitters(-0,Fine)
It appears the rock that was flung at Nevashi dealt
Nevashi Will Save DC21: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Fail.
Nevashi Bite Attack (Finesse) VS Hobbo: 1d20 + 15 ⇒ (19) + 15 = 34 Ill Omen
Nevashi Bite Attack (Finesse) VS Hobbo: 1d20 + 15 ⇒ (14) + 15 = 29 Ill Omen
Nevashi Claw Attack (Agile, Finesse) VS Hobbo: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25
Nevashi Claw Attack (Agile, Finesse) VS Hobbo: 1d20 + 15 - 8 ⇒ (10) + 15 - 8 = 17
Bite Damage VS Hobbo: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Claw Damage VS Hobbo: 2d4 + 4 ⇒ (3, 4) + 4 = 11
The ill omen saved Hobbo from a deadly blow, instead causing him to take only a sharp amount of pain from the wicked bite and claw of Nevashi. Hobbo will suffer 1d6 bleed damage on his turn.
Korakai, seeing his ally taking a brunt of attacks from the wicked creature, calls upon his curse. "May the tempests strike you down, foul creature!" Korakai's eyes glow as he stares deeply at the wicked Nevashi.
Vision of Weakness.
"Strike at him with the power of good, for it is his weakness! His will is weaker than his body and reflexes!" Korakai then strides up and strikes at him with the khakkara.
Khakkarai Attack (Shove, 2 handed 2d10, Versatile, P) VS Nevashi: 1d20 + 10 + 1 + 2 ⇒ (19) + 10 + 1 + 2 = 32
Khakkarai Damage VS Nevashi: 1d10 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Vision of Weakness (cursebound, divination, oracle); Cast [one-action] somatic; Targets 1
creature; Effect You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day.
It appears the piercing nature of Korakai's Khakkarai weapon deals more damage than the flung rock.
The creature, Mister Chitters, bites viciously at the Doggo.
Jaws (Chaotic, Finesse, Magical): 1d20 + 12 ⇒ (1) + 12 = 13
Jaws (Chaotic, Finesse, Magical): 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
Jaws (Chaotic, Finesse, Magical): 1d20 + 12 - 10 ⇒ (20) + 12 - 10 = 22
Need Doggo's AC. When I get Doggo's AC, Mister Chitters attack will conclude. Pathfinders are up!
Resists physical damage except pierce, weakness to good damage.
Doggo the Wolfo |
"Arf Arf 23."
Doggo's AC is 23 (4 Dex, 8 Prof, 1 barding). Thought I updated it a while back, but looks like it didn't save. Will write it up later today when I get home from work.
If Doggo gets hit, Hobbo will use his Glimpse of Redemption
Rextangalin Werzerial |
"Poor willpower and a right blowhard to boot. As if i should fear him. Hmph. I don't even think you can get close to me."
Rex tries to egg Nevashi on and get under his skin.
◈ Bon Mot (auditory, concentrate, emotion, general, linguistic, mental, skill)
Range: 30 feet
Targets: 1 creature
Diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23 vs target's Will DC
Critical Success: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute.
The target can end the effect early with a retort to your Bon Mot.
This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort.
The GM determines which skill actions qualify, though they must take at least 1 action.
Typically, the retort needs to use a linguistic Charisma-based skill action.
Success: As critical success, but the penalty is –2.
Critical Failure: Your quip is atrocious. You take the same penalty an enemy would take had you succeeded.
This ends after 1 minute or if you issue another Bon Mot and succeed.
"All that anger and bravado is going to burn you up."
◈◈ Cast a Spell - Blistering Invective (auditory, emotion, enchantment, fear, mental)
Tradition: occult
Components: somatic, verbal
Range: 30 feet
Targets: 1 creature
Saving Throw: Will (DC 23) - The targets gets +4 to save if I am not speaking or it does not understand the language I am speaking (Common)
Effect: 2d6 persistent fire damage.
Critical Success: The target is unaffected.
Success: The target takes half the persistent fire damage.
Failure: The target is frightened 1 and takes the full persistent fire damage.
Critical Failure: The target is frightened 2 and takes double the persistent fire damage.
Hobbo the Gobbo |
Hobbo yips in pain as the creature bites and claws at him.
20 points of damage to Hobbo, correct?
Bleed: 1d6 ⇒ 2
22 points in total. Looks like Doggo gets hit with a hit too (not a crit though).
"You will perish for what you've done to Rindle!!" Hobbo screams at the imposter in front of him.
[[A]]Scimitar:
+1 Striking Scimitar: 1d20 + 14 ⇒ (20) + 14 = 34 Crit!
damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10
[[A]]Grapple:
Athletics (grapple): 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
22 vs Fortitude DC
"Now Doggo! Attack!"
[[A]]Command Doggo.
GM Worg |
Doggo Damge Taken: 1d8 + 1 + 1d12 ⇒ (2) + 1 + (8) = 11
Nevashi Will Save: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26 Successful.
Well, Nevashi had 1 hit point left after that crit, so he is down and out.
Mr. Chitters alone is not enough a threat, so let us continue past this combat.
Hero Point Time! Congratulations to Rextangalin.
Eliza shakes her head. "Truly unfortunate. He looks like some species of Rakshasa. It seems that he took over Rindle's form, possibly killing the true halfling. Still, we do have to press on. If we find his body along the way, we can retrieve him."
*************************************************
With a lot of samples collected, the adventurers can continue through the maze. The seemingly natural pathway of this stretch of the maze is suddenly filled with gleaming, razor-edged objects. Each construct appears as a floating musical note, scribed from a minstrel’s playbook and etched upon the very air.
Eliza chimes in as she looks around, tearing her concertation off the device for a moment. "A rupture into the Akashic Record, a library of infinite knowledge located in the depths of the Astral Plane, has
caused crystallized lyrics of songs from all corners of existence to spill forth from their extraplanar depository and into this length of the maze."
Humanoid looking creatures with strange writings of mathematical and arcane that float and hover near their forms seem to be working here. As you approach, their workmanship ceases and they gaze up at the newcomers. "Strangers, why do you carry phytoliths upon yourself? Why do you take that which is not yours?"
They are referring to the first sample you got, the phytolith. They look angry that you are carrying it. Perhaps you can convince them that you are not a threat?
Diplomacy or a relevant lore to planes or axiomites.
Rextangalin Werzerial |
Rex is already at maximum hero points. Between Convention Hero and Promotional Service Award, I started with 3 hero points.
"You mean the crystals? They are of Axis are they not? We are
carrying them to repair some flaws in this extraplanar matrix."
Diplomacy: 1d20 + 15 ⇒ (9) + 15 = 24
Wolstine Delwaris |
I apologize if we have offended here. These crystals are needed outside to stabilize this plane. We certainly did not mean to cause any harm or stress to anyone.
Diplomacy to assist Rex: 1d20 + 11 ⇒ (13) + 11 = 24
GM Worg |
The axiomites seem to ease up when the adventurers explain. "Oh. Well, that sounds reasonable. Here, let us help you proceed on through." They let you through this section of the maze without any issue. Some metallic spikes that seem to be forming from their work, and not the focus of it, look to be made of precious metals such as silver and gold. They don't seem to mind it too much, and thus you take it with you.
************************************************
The maze begins to grow more dangerous after this section. Behind the law is now chaos. Sundered topiary beasts and tumorous growths of the
maze’s vegetation are torn free from the walls and floors, fed into a swirling nothingness by rampaging proteans. This segment of the maze has been shattered by a rift that has transformed the area into a deadly portal between the Maelstrom and the Abyss.
As you get a good view of the area, Eliza seems to be disconcerted. "Sorry my friends! It looks like this area has been overtaken by the forces of chaos made manifest. It looks like our route forward is the same as our route back. We’ll need to use those seedlings growing about to reconnect the broken shards of stone and change the destination of this portal we’re standing on!” Eliza’s brow furrows in concentration as the stabilization device’s magic is assaulted by the swirling chaos all around.
The proteans, offended by your presence, begin to attack!
Slide 4.
GM Worg |
Initiative Rextangalin: 1d20 + 11 ⇒ (12) + 11 = 23
Initiative Wolstine: 1d20 + 12 ⇒ (5) + 12 = 17
Initiative Korakai: 1d20 + 8 ⇒ (11) + 8 = 19
Initiative Hobbo the Gobbo: 1d20 + 7 ⇒ (12) + 7 = 19
Initiative Voidworms: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Red Voidworm: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative Green Voidworm: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative Orange Voidworm: 1d20 + 4 ⇒ (1) + 4 = 5
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Rextangalin(-13,Fine)
Blue Voidworm(-0,Fine)
Korakai(-0,Fine)
Hobbo the Gobbo(-20,Fine)
Doggo the Doggo(-11,Fine)
Wolstine(-0,Fine)
Red Voidworm(-0,Fine)
Green Voidworm(-0,Fine)
Orange Voidworm(-0,Fine)
This can be done by performing a Medicine check, Healing Potions, or Elixir of Life.
If you want Korakai to heal you guys up before this fight, just vote so.
Hobbo the Gobbo |
Hobbo would have used Lay on Hands to revover 6+6+6=18 HP. Would we have had enough time to refocus?
GM Worg |
Yeah that is not an issue, if the party wants to do a 10 minute rest before combat.
Rextangalin Werzerial |
Rex pulls out an elixir and drinks it. As a concealing mist starts to leak from his pores, he tosses a bomb at the nearest creature.
◈ Interact - draw Mistform Elixir
◈ Interact - drink Mistform Elixir (Rex is concealed for 1 minute).
◈ Strike - Bottled Lightning - Moderate (alchemical, bomb, consumable, electricity, splash)
Attack: 1d20 + 16 ⇒ (17) + 16 = 33
Damage (Electricity): 2d6 ⇒ (3, 2) = 5
Additional Effect: flat-footed until the start of my next turn.
Splash Damage: 2 electricity.
Edit: Forgot about healing. For healing if we had 10 minutes, Smee would have tried some Natural Medicine.
Nature: 1d20 + 11 ⇒ (15) + 11 = 26
Healing: 4d8 ⇒ (6, 7, 8, 1) = 22
GM Worg |
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Rextangalin(-0,Fine)
Blue Voidworm(-12,Fine)
Korakai(-0,Fine)
Hobbo the Gobbo(-2,Fine)
Doggo the Doggo(-11,Fine)
Wolstine(-0,Fine)
Red Voidworm(-0,Fine)
Green Voidworm(-0,Fine)
Orange Voidworm(-0,Fine)
The blue protean worm takes the brunt of the electric damage, but then its wounds seem to be recovering. It also appears to absorb some of the electric damage as though it is now accustomed to it.
The worm flies up to bite its teeth right into the Doggo!
Blue Worm Jaws (Chaotic, Finesse, Magical) VS Doggo: 1d20 + 9 ⇒ (10) + 9 = 19
Blue Worm Jaws (Chaotic, Finesse, Magical) VS Doggo: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
It fails to strike the doggo twice.
Korakai, Hobbo, Doggo, Wolstine!
Wolstine Delwaris |
Do we need to jump to the satellite islands to do the seed tasks?
Perform for Lingering Composition: 1d20 + 13 ⇒ (2) + 13 = 15
No additional penalty for a crit fail, everyone gets Inspire Courage for 1 round.
Spending 1 Focus point on Loremaster's Etude (roll twice and take the better)
Occultism on the Voidworms: 1d20 + 12 ⇒ (5) + 12 = 17 +10 instead for Arcana or Bardic for any other recall knowledge check
Occultism on the Voidworms: 1d20 + 12 ⇒ (10) + 12 = 22
Finally, she will take 1 shot at the blue one on Doggo.
+1 Striking Shortbow: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 for
2d6 + 1 ⇒ (3, 6) + 1 = 10
Hobbo the Gobbo |
Hobbo swears at the worm in goblin - saying mean things about it's mother. "Don't you dare hit Doggo again."
Hobbo steps up and swings his scimitar at the blue one.
[[A]] Step
[[A]] Strike:
Scimitar: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10
[[A]] Command Doggo to attack.
GM Worg |
@Wolstine Kinda. They make bridges to each other as you restore them. Wosltine recalls that these void worms have resistances to piercing weapons (3) and a strange anatomy that makes them become resistant to an energy damage they take, usually one type will last for an hour (5) but it cannot change after it is initially started.
@Hobbo and Doggo Wolstine's arrow finishes off the blue void worm, granting you a change of actions if you wish.
Korakai realizes his weapon may be less effective, so he coordinates off of Rextangalin. "If they can resist only one element, I shall make this one resist frost!" He rushes up to orange and uses his Tempest Touch power.
Tempest Touch (Shock/Bludgeon) vs Orange: 3d4 + 3d4 ⇒ (3, 1, 2) + (4, 4, 3) = 17
Orange Fort Save VS Tempest Touch: 1d20 + 5 ⇒ (1) + 5 = 6 Crit Fail!
Korokai obliterates the orange Void Worm, and then strides over to the red one. The curse around him seems to have strengthen from a swirling wind into a small storm.
Your minor curse’s aura expands to a 10-foot emanation and carries rain on the winds. The whirling winds impose a –2 circumstance penalty to ranged attack rolls using physical ammunition that target you or originate from you. Your weakness to electricity increases to 5, but torrential rain grants you fire resistance 5.
Hobbo and Doggo can redo their turn.
GM Worg |
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: Bardic Performance
Active Penalties: None
Rextangalin(-0,Fine)
Blue Voidworm(-18,Dead)
Korakai(-0,Fine)
Hobbo the Gobbo(-2,Fine)
Doggo the Doggo(-11,Fine)
Wolstine(-0,Fine)
Red Voidworm(-0,Fine)
Green Voidworm(-9,Fine)
Orange Voidworm(-34,Dead)
The rest of the void worms seem to comprehend the odds are not in there favor, so they instead start using their powers to even the battlefield. Each of the remaining void worms begin to spew forth a cloud of fog from their mouths.
[two-action]
With their keen senses, they can still pinpoint the Pathfinders for an attack!
Red Void Worm Jaws (chaotic, finesse, magical) VS Korakai: 1d20 + 9 ⇒ (20) + 9 = 29
Green Void Worm Jaws (chaotic, finesse, magical) VS Hobbo: 1d20 + 9 ⇒ (5) + 9 = 14
Red Void Worm Jaws Damage VS Korakai: 1d8 - 1 + 1d4 ⇒ (6) - 1 + (3) = 8 16 from critical.
************************************************
Round 2: FIGHT!
Light Condition: Normal
Active Buffs: Bardic Performance
Active Penalties: Obscuring Mist, must succeed at a flat DC5 when attacking or targeting with a spell.
Rextangalin(-0,Fine)
Blue Voidworm(-18,Dead)
Korakai(-16,Fine)
Hobbo the Gobbo(-2,Fine)
Doggo the Doggo(-11,Fine)
Wolstine(-0,Fine)
Red Voidworm(-0,Fine)
Green Voidworm(-9,Fine)
Orange Voidworm(-34,Dead)
Hobbo the Gobbo |
"Doggo, we got this! Bite bite bite the thing!"
Hobbo goes in to swing at the green and attempt to hack it to bits.
Scimitar attack, Inspire Couage: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Damage: 2d6 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13
DC Flat check: 1d20 ⇒ 18
Hobbo slams down again.
Scimitar attack, Inspire Couage: 1d20 + 15 + 1 - 5 ⇒ (18) + 15 + 1 - 5 = 29
Damage: 2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8
DC Flat check: 1d20 ⇒ 16
Doggo the Wolfo |
"Woof woof"
Doggo bites the thing in front of him.
Jaws, Inspire Courage: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Damage: 2d8 + 3 + 1 ⇒ (5, 6) + 3 + 1 = 15
Flat Check: 1d20 ⇒ 2
And he bites down again.
Jaws, Inspire Courage: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Damage: 2d8 + 3 + 1 ⇒ (3, 4) + 3 + 1 = 11
Flat Check: 1d20 ⇒ 2
If Hobbo killed the voidworm or Doggo killed it with his first bite, Doggo will walk over to the other one and bite
Rextangalin Werzerial |
"That was my idea first. Now, how can I fix things when I can't see."
Rex reaches into a pouch and takes a mixes up a few powders into a liquid he drops into his eyes.
◈ Quick Alchemy (Cat's Eye Elixir) - 2 Infused Reagents remaining
◈ Interact (Use Elixir)
"That's better."
He then tosses another flask at the worm attacking the tengu.
◈ Strike - Alchemist's Fire - Moderate (alchemical, bomb, consumable, fire, splash)
Attack: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Damage (Fire): 2d8 + 1 ⇒ (2, 8) + 1 = 11
Additional Effect: 2 persistent fire damage.
Splash Damage: 2 fire. (The splash damage will only affect the red voidworm.)
Wolstine Delwaris |
Wolstine will again attempt a Lingering Composition.
Performance: 1d20 + 13 ⇒ (1) + 13 = 14
and another crit fail on this - doing well. Everyone gets Inspire Courage for 1 round.
She will step to the side, next to Rex, and fires her bow at Red, hitting it squarely.
+1 Striking Shortbow: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
for 2d6 + 1 ⇒ (4, 1) + 1 = 6
DC 5 flat check from the smoke: 1d20 ⇒ 19
GM Worg |
The combined efforts of the Pathfinders, Rextangalin and Wolstine manage to decimate the red worm. The green worm is torn to shreds by Hobbo and Doggo within a matter of moments. With the worms now eliminated, the group finds themselves waiting out the fog and able to resume trying to repair the landscape.
The main island of stone has eight small seedlings located around its edges, one in the square closest to each floating island. In order to reactivate the rune in the center of the main island and then proceed onward toward Galt and the Woodsedge Lodge, the PCs must begin the reconstruction of this area by nurturing the plants.
This can be done by performing a Medicine check, Healing Potions, or Elixir of Life.
Korakai begins healing the party while waiting for the fog to disperse.
3 Action Heal Signature Spell: 3d8 ⇒ (1, 2, 6) = 9
The Tengu Oracle shakes his head sadly though. "I do not have the talent or equipment to aid in this endeavor."
No healing potions and a Medicine of +1.
Hobbo the Gobbo |
Hobbo wipes off the blood from his scimitar and leans down to Doggo. "Here, lemme get that buddy." Using some cloth, Hobbo wipes Doggo's mouth.
Medicine: 1d20 + 9 ⇒ (16) + 9 = 25
Hobbo moves over to one of the seedlings and begins nurturing it.
Rextangalin Werzerial |
I have 4 Elixir's of Life and can make up to 2 more if needed.