GM Baerlie |
Each of you receives a letter along with a small cloth pouch containing 100 gp labeled "For Tolls".
Pathfinders,
The time has come for you to prove your worth once more. The dwarven city of Jormurdun, recently liberated
from vile duergar thanks in no small part to the Society, fell under attack three weeks ago. A band of duergar
slavers overwhelmed the city’s outer defenses and captured several dozen soldiers and laborers. By the time the
city’s forces mobilized, the gray dwarves had already fled into the tunnels of Nar-Voth, the upper reaches of the
Darklands.
Jormurdun lacks the numbers to rescue its lost comrades—its forces are stretched too thin as it is. I call
upon you to respond in this hour of need. Our intelligence, gleaned from a captured duergar, reveals that the
gray dwarves make for Hagegraf using the Long Walk, an old trade route swarming with slavers, guards, and
allies of the duergar. If you travel north from Janderhoff, you can intercept the slavers before they reach their
destination. Those who maintain the tunnels of the Darklands charge hefty tolls to travelers, so I have provided
you with some gold to cover those expenses. Once you free the captives, bring them to Janderhoff so that they
can return home by surface routes. I have already sent a request to Janderhoff that they let you through their
gates so that we can aid their kin.
You will need to secure allies in order to confront the duergar forces, which are far too strong for even our best
Pathfinders to take on alone. Before departing Janderhoff, seek out fellow Pathfinder and scholar Sandricaan
Molnworret. He can help you prepare for your mission. Make haste, Pathfinders. Countless lives, and the
reputation of the Society, depend on you.
— Sir Jorsal of Lauterbury, Venture-Captain
GM Baerlie |
When you reach Janderhoff’s surface entrance, where you also meet the other party members — a pair of massive iron gates emblazoned with the hammer of Torag — the guards are already expecting you. They gruffly welcome you to the city.
Janderhoff’s people — mostly dwarves but also some humans, halflings, and gnomes — bustle about the prosperous mountainside citadel, tending its many forges and bringing in carts of copper, iron, silver, and black marble from the nearby mines. The tall chimneys of its forges let forth a constant stream of gray smoke into the blue sky.
time for introductions
Laiashi |
A slender ifrit woman meets the others at the Janderhoff gate. Her hair seems to shine with its own light, a shimmering yellow-orange like dancing flames. Her flowing blue dress, sparkling earrings, and heeled boots give the distinct impression of a girl embarking on a day about town, not at all like a Pathfinder sellsword on a mission. She carries a belt pouch at her waist, but she's completely unarmed.
"I'm Laiashi, I think I was told to meet you all here? Pathfinders, right?" She gives the guards an appraising look as the group passes through.
Diplomacy (Gather Information), take 10: 10 + 11 = 21
My Skill Unlock allows me to gather info in half the time, so Laiashi is faster at this than others (though of course not nearly as fast as someone rolling Knowledge checks!) Feel free to read the first three spoilers.
Once inside the gates, Laiashi flits among the passers-by, learning this and that from those willing to talk to her.
Tenibri |
A short, cloaked figure introduces himself. "I'm Tenibri, of the wayangs of Absalom," he says, pulling back the hood of his cloak to reveal a dark indigo, heavily-tattooed face, mostly all done in white dots, with a stark mask pattern done in an outline of gold dots instead.
Holding off on making any rolls at the moment, as Tenibri is currently in another game; it should be ending soon!
Angoldir |
An aged elf nods to the other Pathfinders as the group enters Janderhoff. "It is an honor to be a part of your story," he says solemnly, one hand over his heart. An ugly cauterized scar peeks over the tips of his long fingers, not quite hidden behind his shirt. "I am known as Angoldir, and this one as Qadar." He smiles gently as he indicates the small songbird perched on his shoulder. "Now, what is already known that we might not retrace old steps while these duergar create new trails."
Knowledge (local), Inspiration: 1d20 + 10 + 1d6 ⇒ (13) + 10 + (1) = 24
Knowledge (dungeoneering), Inspiration: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (6) = 35
Angoldir thinks a moment, then sighs heavily. "A tragic story, that of the duergar. Unwilling to join their brethren in their Quest for the Sky, they instead turned to Droskar, the dwarven god of toil, slavery, and cheating. Perhaps he cheated them when he cursed them - or perhaps both parties saw it as a blessing in order to survive in such an inhospitable place as Nar-Voth and the Darklands. The land is full of sharp drops, unstable ground, slippery surfaces, and cramped passages, so it is little wonder that the duergar are though of as the most powerful race when they control the Long Walk. Regardless, there is little love between the dwarves and the duergar - both are more likely to kill each other on sight rather than take prisoners. I fear these captives may be intended for a dark fate." The elf's voice is neutral and unemotional, but his eyes narrow in concentration as he leans on his walking stick. "A dark fate indeed..."
Aryxis |
A bulky man standing 6' tall strides over to the group and peers intently at you all. Adjusting the large sword strapped over his back to sit better over his shining breastplate, he introduces himself.
"Greetings! My fellow Pathfinders I presume? I've been sent by the society powers that be to join this merry band for the foreseeable future. I'm Aryxis - I'm a bit of a jack of many trades, master of none!"
"I've been doing a little digging of my own and Angoldir's analysis is likely spot on. Additionally, it's my belief that if the duergar have a large number of dwarven prisoners in tow, it is unlikely they will be allowed inside any major duergar settlements such as Fellstrok or Hagegraf. The hatred between the two races is just too strong for such a thing to happen. This is either a rogue faction of duergar or a group with a particularly mysterious agenda."
Gather Info (Diplomacy T10): 10 + 16 = 26
Sifvery Moon |
A tall, wisp of an elven lady with long, silver hair and bright blue eyes with specs of silver within. She is thin, almost frail. There are faint tattoos on her face and arms. "Hello, my name is Sifvery Moon. I was summoned to this location to help in a rescue, as I understand it."
You can tell from the elegant, well-cared for bow and quiver on her back that she must be very attached to archery. Other than that expense, however, she seems to be dressed quite modestly.
Knowledge(dungeoneering): 1d20 + 7 ⇒ (4) + 7 = 11
"From what you say, the terrain can be quite an obstacle. How can we make that work for us?"
GM Baerlie |
Finding Sandricaan is a simple task, as the wizard spends most of his time in his study pouring over historical texts and examining ancient relics.
"Welcome, Pathfinders. I've been waiting for your arrival already. Do you have any questions before we depart? Do you have everything you need or do you have to buy some equipment?" Sandricaan asks.
Angoldir |
"We may need to see in the dark without relying on a source of light that would give away or position," Angoldir suggests. "Though these dwarves of the deep might not be able to handle the light of day as well as we do, so a means of producing daylight might give us an advantage as well."
Laiashi |
Nobody touch Sifvery, she's already at negative hit points! :)
"I can see in darkness, as it happens, but I'm guessing not everyone can. I think you're right, though, if we're to find ourselves underground we might not want to be seen."
Sifvery Moon |
"I have pretty decent sight, but not good enough to penetrate the darkness of down below. There are spells, of course, but that can get expensive. Torches are pretty cheap, though."
Oxnard Kettlebeak |
Sandricaan hands you a sealed letter:
Pathfinders,
Your mission to free the dwarven prisoners from the clutches
of their ancient enemies is a worthy cause. You can strike a blow
in the name of freedom and justice by breaking the shackles of
duergar tyranny.
An equally important matter has also come to my attention. The
gray dwarves take pride in breaking their strongest-willed captives
and forcing them to betray and subjugate their own comrades.
We know that the most powerful dwarven prisoner is a paladin of
Torag. This great warrior, Dornarnus, has won many battles against
duergar slavers and is a true ally of our faction. If our suspicions
are correct, he now fights for the duergar, albeit unwillingly. I ask
that you ensure he escapes their clutches so that he can help us in
our continued struggles against oppression.
In pursuit of true liberty, always.
—Major Colson Maldris
"If you have any other questions I can try to answer them, though I know nothing of the contents of that note- it came to me sealed and I left it that way."
The briefing does have answers for several questions; I'm going to forge ahead but will treat any questions you think to have retroactively asked him before departing as answered through tomorrow- just post them at the top of your next post pleas.
Sandricaan leads the way through Janderhoff’s interconnected rooms, stairways, and tunnels, following a complex route that boasts increasing numbers of surly dwarven guards as the path descends toward Nar-Voth. Eventually, he stops at a massive gate bearing the same hammer symbol as all of the city’s entrances. He speaks briefly with the captain on duty, and the heavily armed dwarf pauses before giving a slow nod and reluctantly commanding the guards to open the gates.
Sandricaan leaves you here.
At this point, there are two paths you can take. The total trip is about 300 miles, or 13 days.
The "faster" route is to take the road- but you will have to deal with the duegar patrols which will require social skill checks, and gold payments (bluff, diplomacy, or intimidate- though it is difficult to intimidate duegar).
The "slower" route is to navigate through the side tunnels that run alongside the route- which will require Knowledge (Dungeoneering) and Survival rolls to try to speed up.
Aryxis |
"It seems that the duergar forces ranged against are too strong for just a small party such as ours - so what allies are available to us? There must be someone nearby who doesnt take kindly to the duegar nearby?"
What about our route? Do you have any suggestions?"
Aryxis knows nothing about the underground - nothing in Survival or Kn: Dungeoneering - but he is pretty good at making friends (+16 in Diplomacy).
Angoldir |
"If the road is already made, let us walk it," Angoldir echoes. "I would not want to rely on my little knowledge of the underground while our quarry escapes."
Angoldir can automatically Aid someone else's Diplomacy check to give them a +4 bonus thanks to his adoptive racial trait Helpful Halfling. Alternatively, he's got a +9 bonus to Knowledge (dungeoneering) with a +1d6 bonus from Inspiration, but that is not enough to make me feel comfortable choosing the off-road option.
Oxnard Kettlebeak |
Responding first Aryxis' first question:
? “If my calculations are correct, you should be able to intercept the slavers somewhere near the duergar stronghold of Fellstrok. The duergar there have waged constant war against the mongrelmen in that area. Mongrelmen are a peculiar people, but also the most friendly—well, least unfriendly—folk you are likely to find in all of Nar-Voth. You should be able to come to an enemy-of-my-enemy agreement with them,
one way or another.”
Then as to the route:
“Following the Long Walk
is the quickest and surest way to intercept the slavers. However, it’s also the easiest way to get yourselves caught before you ever reach your destination. I suggest you follow the side-tunnels near the road. It may take longer, but I’ve factored that into my calculations. If any of you possess a particularly silvered tongue, and you disguise any dwarves among your group, you might brave the Long Walk itself. In any case, it is imperative to move quickly. If you reach your destination too late, you will not have much time to find allies and prepare. And I absolutely recommend against trying to teleport there! Nothing good can ever come of teleporting in the Darklands.”
Laiashi |
"I think I can talk us out of any trouble along the road," Laiashi offers. "I'm pretty good at getting what I want. Well, most of the time."
Laiashi has a +11 Bluff & Diplomacy, which with Angoldir's help becomes a +15 Diplomacy. I'm happy with that if everyone else is.
Tenibri |
"I think most of us seem better at talking than spelunking. Let's take the road."
Tenibri is also a Diplomacy build... we should have signed up for a social scenario with this group!
Aryxis |
"I guess we are going to talk our way through this one!"
The bonus from Angoldir would put Aryxis at +20. Crazy. And... we dont seem to have any dwarves with us. Bonus!
Oxnard Kettlebeak |
You start off down the road, and begin meeting the expected tolls. . .
At this point, I need one primary roll and everyone else can roll to assist
Laiashi |
Nice Aryxis! Ok you can take the lead then. Laiashi will auto-aid for a +2.
"Aw come on, boys," Laiashi says to the first toll-taker. "You don't want to part a lady from her shopping money, do you?"
Angoldir |
”They know better than to completely empty the purses of travelers,” Angoldir adds. ”After all, that would drive traffic off the road, and those coins do no good in the belly of some strange beast.”
Automatically Aid, +4 bonus.
Aryxis |
Aryxis meets the toll takers with a grim smile...
”I’m a friendly enough fellow when you get to know me but seeing as you don’t, best to take my word for it. In fact we are all friendly people here so why don’t you just let us pass?“
Diplomacy (T10): 10 + 16 = 26
Oxnard Kettlebeak |
This puts you at 32 currently (26+4+2) waiting a bit for the other two to roll as 35 is the "best" success possible on this
Sifvery Moon |
Diplomacy aid: 1d20 + 7 ⇒ (2) + 7 = 9 Seriously??
Sifvery's obvious discomfort in the area and with concepts of bribery and lying seem suspicious, even if only a little bit.
Tenibri |
"C'mon, now. We're just trying to make our living like any of the rest of you."
Diplomacy (aid another) DC 10: 1 + 11 = 12 Tenibri's aid for Diplomacy is also automotic
Oxnard Kettlebeak |
You fly through the check points, avoiding any delays and avoiding having even to pay any tolls.
Eventually, you reach a spot where you have to go around through a side cavern. . .
This large cavern arches to a height of forty feet at its center. t extends about sixty feet from east to west and one hundred feet from north to south. The floor consists of tightly packed dirt and gravel, and strange furrows in the earth crisscross the room. Patches of luminescent fungi cling to the floor, walls, and ceilings, and the sound of water dripping into several shallow pools echoes through the chamber. A ten-foot-wide tunnel leads off to the south, and broad, roughly hewn steps lead to a similar passage heading to the northeast.
As you are moving into the cavern, you hear a rumbling- there is a creature here!
Angoldir Init: 1d20 + 6 ⇒ (19) + 6 = 25
Aryxis Init: 1d20 + 1 ⇒ (1) + 1 = 2
Laiashi Init: 1d20 + 6 ⇒ (6) + 6 = 12
Sifvery Moon Init: 1d20 + 4 ⇒ (10) + 4 = 14
Tenibri Init: 1d20 + 2 ⇒ (9) + 2 = 11
Monster Init: 1d20 + 8 ⇒ (10) + 8 = 18
Turn Order:
1. Angoldir
2. Monster
3. Laiashi
4. Sifvery Moon
5. Tenibri
Looking for Angoldir before the monster- you can't see it yet, assuming it is below the ground.
Angoldir |
I know Aryxis rolled low on their initiative, but was it so low that it doesn't even get to show up in the turn order tracker? XD
"Be on your guard," Angoldir warns, pulling out a vial of clear liquid from his belt pouch and swallowing it. As he strides back towards Aryxis, he pulls his sword cane from its sheath in his walking stick. "Something is below us."
Drink extract of shield and move, drawing weapon as part of movement.
Oxnard Kettlebeak |
Round 1
Angoldir drinks the extract of shield.
The creature pops up and attacks Angoldir!
Bite: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d8 + 12 ⇒ (7, 4) + 12 = 23 miss!
Claw: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18 hit!
Claw: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 2d6 + 8 ⇒ (1, 6) + 8 = 15 miss!
Crit confirm?: 1d20 + 14 ⇒ (18) + 14 = 32
Extra Damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14
Only one of the nasty claws hits, but it scores a devastating hit!
Turn Order:
1. Angoldir
2. Monster
3. Laiashi
4. Sifvery Moon
5. Tenibri
Status:
Angoldir: 7/39
That brings up the entire party before the creature goes again
Laiashi |
Laiashi reaches behind her and pulls a pair of shortswords seemingly out of nowhere. The blades glow red-hot in her hands as she steps forward and strikes.
Shortsword: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 5 ⇒ (3) + 5 = 8 +1 fire (Scorching Weapons feat)
Confirm crit: 1d20 + 8 ⇒ (15) + 8 = 23
Extra damage: 1d6 + 5 ⇒ (5) + 5 = 10
Orin Tarfoot Tallfeather |
Round 1
I read the damage line on this bulette incorrectly- the attack still hit and confirmed, but it should have been 4 less damage (2d6+6 instead of +8) so restoring 4 HP
Laishi shows the bullette some of its own in return, critically hitting!
Tenibri activates Mage Armor on himself.
Turn Order:
1. Angoldir
2. Monster
3. Laiashi
4. Sifvery Moon
5. Tenibri
6. Agryxis
Status:
Angoldir: 11/39
Bullette: -19
Pending Sifvery Moon, Agryxis, and Angoldir
Aryxis |
Brushing his hand up against his breastplate, Aryxis steps forward and delivers a swinging blow at the Bulette.
Swing!: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14
Activate Mind Barrier as a Swift Action to grant himself a 12HP shield.
Also, FYI he has Distortion field which grants 10% miss chance
Angoldir |
Angoldir stumbles back behind Aryxis, his arm nearly severed from the blow. "One moment," he says, voice calm as he tries to ignore the pain. Pulling out a vial of pale yellow fluid, he gulps it down and returns the bottle to his belt pouch.
Knowledge (nature), Inspiration vs DC 18: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (6) = 19
"A bulette - they have been known to jump on those they hunt and cut them to pieces," the aged elf explains. "And beware those jaws."
5 ft step and drink extract of long arm. I know it's not a nice place to be, but if Aryxis moves closer next round Angoldir can assist him in hitting the creature and keeping it from hitting him back (Angoldir needs to be able to reach the bulette and be adjacent to Aryxis). Angoldir's just at too few hitpoints right now to risk another hit (and he can't Aid his own AC).
Oxnard Kettlebeak |
Round 1
Agryxis misses and activates his mind shield.
Round 2
Angoldir steps back and drinks his extract.
The creature strikes, biting at Laiashi and clawing at Angryxis twice!
Bite: 1d20 + 13 ⇒ (1) + 13 = 14 miss!
Damage: 2d8 + 9 ⇒ (6, 6) + 9 = 21
Claw: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 2d6 + 6 ⇒ (4, 4) + 6 = 14
10% Miss- low misses: 1d100 ⇒ 8 miss!
Claw: 1d20 + 12 ⇒ (4) + 12 = 16 miss!
Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16
10% Miss- low misses: 1d100 ⇒ 69
Turn Order:
1. Angoldir
2. Monster
3. Laiashi
4. Sifvery Moon
5. Tenibri
6. Agryxis
Status:
Angoldir: 11/39
Bullette: -19
The whole party can act again now- Sifvery Moon can take actions for both round 1 and round 2
Sifvery Moon |
Thanks - work kicking my butt this week!
Sifvery starts shooting arrows at the beast as she moves slightly for clearer shots.
5' step each round, and full arrow attacks.
Round 1:
Ranged, deadly aim, PBR, rapid shot: 1d20 + 8 - 2 + 1 - 2 ⇒ (12) + 8 - 2 + 1 - 2 = 17
Damage, PBR, Deadly shot: 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13
Ranged, deadly aim, PBR, rapid shot: 1d20 + 8 - 2 + 1 - 2 ⇒ (19) + 8 - 2 + 1 - 2 = 24
Damage, PBR, Deadly shot: 1d8 + 1 + 4 ⇒ (3) + 1 + 4 = 8
Round 2:
Ranged, deadly aim, PBR, rapid shot: 1d20 + 8 - 2 + 1 - 2 ⇒ (20) + 8 - 2 + 1 - 2 = 25
Crit confirm?: 1d20 + 8 - 2 + 1 - 2 ⇒ (19) + 8 - 2 + 1 - 2 = 24
Damage, PBR, Deadly shot: 3d8 + 3 + 12 ⇒ (7, 3, 8) + 3 + 12 = 33
Ranged, deadly aim, PBR, rapid shot: 1d20 + 8 - 2 + 1 - 2 ⇒ (1) + 8 - 2 + 1 - 2 = 6
Laiashi |
Laiashi slices with both her swords.
Shortsword 1: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 +1 fire
Shortsword 2: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 2 ⇒ (2) + 2 = 4 +1 fire
Aryxis |
Aryxis unleashes another swing at the beast hoping to put it down quickly...
Swing: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19
Angoldir |
Assuming that Aryxis steps closer to be able to hit the bulette with his greatsword...
Angoldir steps in tandem with the other elf, his sword-cane dancing through the air as he taps the angry creature in a distracting manner.
Swordcane vs AC 10: 1d20 + 9 ⇒ (20) + 9 = 29 Success - Aryxis gains a +4 bonus to his next attack against the bulette
Swordcane vs AC 10: 1d20 + 9 ⇒ (13) + 9 = 22 Success - ally gains a +4 bonus to AC against the bulette's attack
Swordcane vs AC 10: 1d20 + 9 ⇒ (1) + 9 = 10 Failure
Swordcane vs AC 10: 1d20 + 9 ⇒ (18) + 9 = 27 Success - ally gains a +4 bonus to AC against the bulette's attack
Oxnard Kettlebeak |
Round 1
Sigvery Moon hits with one of her two shots.
Round 2
Laiashi slices at the beast, but its heavy plats protect it from her blade.
One of Sifvery Moon's arrows pierces the beast's throat, finding a critical juncture of its armored plates and greatly wounding the beast.
Agryxis swings, but misses. You can now tell this thing's AC is >20 but <23
The Bulette keeps assaulting Agryxis:
Bite: 1d20 + 13 ⇒ (11) + 13 = 24
10% Miss low misses: 1d100 ⇒ 92
Damage: 2d8 + 6 ⇒ (3, 4) + 6 = 13
Claw: 1d20 + 12 ⇒ (3) + 12 = 15
10% Miss low misses: 1d100 ⇒ 98
Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Claw: 1d20 + 12 ⇒ (3) + 12 = 15
10% Miss low misses: 1d100 ⇒ 2
Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Only the bite gets through his defenses, and Agyryxis Mind Shield blunts the sting of the blow.
Turn Order:
1. Angoldir
2. Monster
3. Laiashi
4. Sifvery Moon
5. Tenibri
6. Agryxis
Status:
Angoldir: 11/39
Agryxis: 44/45
Bullette: -60
That brings up the party again; Tenibri has two rounds worth of actions available to use
Angoldir |
Angoldir continues tapping distractingly at the bulette, trying to give his companion a better angle to strike from. "Keep your hand steady..." he advises calmly.
Swordcane to Aid vs AC 10: 1d20 + 9 ⇒ (11) + 9 = 20 Success - Agryxis gains a +4 bonus to his next attack against the bulette
Swordcane to Aid vs AC 10: 1d20 + 9 ⇒ (16) + 9 = 25 Success - Angoldir's ally gains a +4 bonus to AC against the bulette's attack
Swordcane to Aid vs AC 10: 1d20 + 9 ⇒ (5) + 9 = 14 Success - Angoldir's ally gains a +4 bonus to AC against the bulette's attack
Swordcane to Aid vs AC 10: 1d20 + 9 ⇒ (9) + 9 = 18 Success - Angoldir's ally gains a +4 bonus to AC against the bulette's attack
Laiashi |
Side-stepping to a more advantageous position, Laiashi swings again.
Shortsword 1, flanking: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage + sneak attack: 1d6 + 3d6 + 5 ⇒ (1) + (3, 2, 1) + 5 = 12
Shortsword 2, flanking: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage + sneak attack: 1d6 + 3d6 + 3 ⇒ (6) + (4, 4, 5) + 3 = 22
Ugh.
Aryxis |
Now with a solid ally helping out nearby, Aryxis lashes out with a bit more carelessness and a lot more a grunt!
Power Attacking Swing!: 1d20 + 11 + 4 - 2 ⇒ (17) + 11 + 4 - 2 = 30
PA Damage: 2d6 + 16 ⇒ (3, 3) + 16 = 22
Tenibri |
Can you please repost the map link with each round summary? It's a bit of a needle-in-a-haystack to scroll back and find the link each time.
Round 2
Tenibri conjures a tightly-packed ball of snow and ice, and throws it at the bulette.
Standard: cast snowball
Ranged touch, snowball, into melee: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Damage, cold: 5d6 ⇒ (6, 1, 5, 2, 3) = 17
Round 3
Tenibri repeats his spell, finding it to be among his only strategies in this situation.
Standard: cast snowball
Ranged touch, snowball, into melee: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Damage, cold: 5d6 ⇒ (4, 5, 2, 1, 4) = 16
Oxnard Kettlebeak |
Round 2
Tenibri's first snowball narrowly hits the bulette, damaging it!
Round 3
Laisha strikes, but the thick armor plates are too much for he strikes.
Tenibri's second snowball hits the beast square, and it slumps to the ground dying!
Combat over
Status:
Angoldir: 11/39
Agryxis: 44/45
As you continue on. . .
After several miles, the twisting tunnels converge into a single, wider tunnel that leads upward toward the sound of running water. As the passage levels out, a crude barricade comes into view ahead: sharp spears, broken blades, and stakes of petrified wood jut at all angles across the twenty-foot width of the tunnel floor.
A half dozen assorted mongrelmen man the other side of the barrier, and demand to know your business here.
Angoldir |
As the Pathfinders sheath their blades when the bulette falls, Angoldir approaches Sifvery. "Might I trouble you for some assistance with this healing wand?" he asks politely. "I can attempt it myself, but that might take longer and time is of the essence in this mission."
Assuming she agrees:
CLW: 5d8 + 5 ⇒ (7, 1, 7, 4, 5) + 5 = 29
At the barricade, Angoldir shows his empty hands. "We seek passage through and nothing more," he explains, turning to his companions and gesturing for Aryxis to step forward. "My companion can explain in more detail."
Angoldir automatically Aids a Diplomacy check, giving Aryxis a +4 bonus.
Aryxis |
Stepping forward next to Angoldir, Aryxis leads off the conversation in what would normally be an odd fashion. However, in these circumstances it is perhaps best...
"Greetings enemy of my enemy! We are looking to cause trouble to a particular group of duergar who are likely to pass by near here in the near future! We've heard you are likely to want to cause them some mischief of your own! So we figured we'd be much more likely to get the best results if we helped each other! Besides, this particular group is a rogue group! So there will not be any major consequences either! So.... what say you? You going to help us or let us take all the loot?"
Diplomacy: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32