Ignatius Hellfire
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Ignatius sighs as the creature departs. "I hope we did not do the wrong thing in letting that creature escape."
| grimdog73's second pregen |
I think we did the right thing. First because we set a trapped soul free...because even if she was of an evil inclination, she did not deserve that. Secknd, if she was helping power some of the ship's defenses or whatever, her departure weakens it...at least I hope...
Raynor Cordite
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"I agree with Kyra! and yes Mister Keene: let us proceed with caution."
Raynor activates his detect evil powers as they move forward.
60-ft cone, facing forward in direction party is going.
Artemis the Relic Hunter
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Artemis returns his drawing implements into his pack.
Ready!
He says eagerly.
Ignatius Hellfire
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"Let's check out this room before going down the stairs."
Ignatious examines the door before cautiously opening it.
Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Artemis the Relic Hunter
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Artemis tries to peer into the empty chamber as he stands behind the others.
Hold up a sec, Ignatius! It looks empty but there could be invisible creatures in there waiting to get the jump on us. Shall I detect magic into the room? Keep alert, everyone. There's no telling what could be in there.
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Artemis steps into the doorway and scans with detect magic into the room, if nobody minds.
Raynor Cordite
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Detect evil has been up for a while and will remain so unless indicated otherwise; 60-foot cone.
| GM Jhaeman |
You and your allies make your way down the narrow stairwell, which opens out into the ship’s main cargo hold--a massive split-level affair with the upper portion ten feet above accessed by a wide stair.
The entire area looks like a giant botanical garden! A massive plant, milky-white and translucent, grows atop the upper hold area and curls about the entire chamber with a forest of fronds, tendrils, and clinging vines that appear to grow into the very bulkheads. A number of strangely shaped flowers of deep violet bloom among this tangle, and at the top of the hold stairs, a great gnarled root crown stands like the trunk of a hoary old tree, a crease in its side opened wide like a dragon’s maw.
Behind it stretches a winding taproot that disappears toward the bow of the ship, as large around as a wagon. Clearly discernible within this taproot are the huddled forms of several unmoving humans.
Raynor gives a cry of alarm--xill are hiding amidst the tangled plantlife, and quickly emerge to do battle!
We'll treat the detect evil as providing awareness to the whole group, so none of you will be surprised and we can roll Initiative normally.
There are four xill in the room. The red xill is sitting enmeshed within the root crown and has cover.
| GM Jhaeman |
Initiative (Round 1)
Ignatius
Keene
Artemis
Plant Keeper
Magt
Kyra
Xill
Raynor
Bold may go!
Please remember that we're using 10' squares, so adjust accordingly.
The roots and tendrils in the hold create light undergrowth throughout the room: this means each square is difficult terrain, Acrobatics and Stealth DCs are increased by 2, and all within get concealment--so please roll miss chances with your attacks (unless you have a special ability to see through plantlife).
Initiative (Magt): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Artemis): 1d20 + 5 ⇒ (15) + 5 = 20
Initiative (Ignatius): 1d20 + 8 ⇒ (19) + 8 = 27
Initiative (Kyra): 1d20 + 0 ⇒ (12) + 0 = 12
Initiative (Keene): 1d20 + 6 ⇒ (20) + 6 = 26
Initiative (Raynor): 1d20 + 0 ⇒ (9) + 0 = 9
Initiative (xill): 1d20 + 8 ⇒ (1) + 8 = 9
Initiative (Plant Keeper): 1d20 + 7 ⇒ (9) + 7 = 16
Artemis the Relic Hunter
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Artemis reaches into his handy haversack and calls for a scroll of glitterdust, which appears right at the top. He stares intently at the giant plant.
This strange plant looks familiar. I'm pretty sure my biology professor did a lecture about strange flora found on other planes.
Digging deep into his memory he uses his Lore Master ability to glean knowledge of the strange plant. Feeling lucky that he can remember the details from class, he uses one round of Archaeologist's Luck for a +2.
30 total to identify plant creature with Knowledge: Nature or Planes.
Ignatius Hellfire
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Ignatius moves to Raynor's side, then fires his musket at the Xill in front of him. As he does, he stands on one leg, taking a defensive stance.
+1 Reliable Musket, PBS, defensive, va touch : 1d20 + 14 - 2 + 1 ⇒ (9) + 14 - 2 + 1 = 22
Magic, cold iron, b/p : 1d12 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Concealment: 1d100 ⇒ 16
That's miss. AC is at 31 while fighting defensively.
| GM Jhaeman |
| 1 person marked this as a favorite. |
Artemis spends a moment recollecting vital information about the massive plant creature that fills the room. Ignatius' foe ducks behind a translucent tendril just in time to dodge a bullet, but can't avoid the unerring magical missiles conjured by Keene. It's not immediately clear whether the spell had any effect on the xill or not!
Keene, could I get you to please roll a caster level check?
| GM Jhaeman |
A massive tendril rises up from the floor and wraps around Raynor's mount!
I rolled randomly for the tendril's target of the three living creatures in the room.
The attack hits. The gecko takes 13 points of damage. The grab also succeeds, so the gecko now has the Grappled condition.
Target(1Raynor,2Gecko,3Ignatius): 1d3 ⇒ 2
Tendril Attack vs Gecko FF: 1d20 + 15 ⇒ (15) + 15 = 30
damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Grab vs CMD: 1d20 + 20 ⇒ (13) + 20 = 33
| grimdog73's second pregen |
Kyra moves up and summons a gleaming scimitar of holy energy to fight the creature.
spiritual weapon..does it still have the miss chance? will roll it if in case it does
spirit scimitar: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 2 ⇒ (2) + 2 = 4
miss: 1d100 ⇒ 49
Herr Magt Jaeger
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buffs:
Shield - dur 8 min
bloodrage round 5 of 18
now AC=21, HP=72 of 81, CMD=23
Magt casts shield then moves forward growing in size with a roar of, Xill all die or flee now!
Shurely I can't roll another 1 on a fort save. I have 15' reach. If any of the Xill generate an AoO, I will claw them.
claw AoO 1: 1d20 + 12 ⇒ (8) + 12 = 20, if hits, claw dam 1: 2d6 + 12 ⇒ (6, 3) + 12 = 21
claw AoO 2: 1d20 + 12 ⇒ (16) + 12 = 28, if hits, claw dam 2: 2d6 + 12 ⇒ (1, 4) + 12 = 17
using power attack, the claws count as magic weapons
| GM Jhaeman |
Keene's magically-charged spheres of force seem to have absolutely no effect on the xill. Kyra conjures a scimitar of pure, magical force to harry one of the foes as Magt doubles in size!
Kyra, the spiritual hammer will hit a xill this time (since they're flat-footed). (I do need a concealment miss chance with each attack, as your sight is crucial to the hammer's attack) Which one are you targeting? I'll also need a caster level check to see if it overcomes SR.
| GM Jhaeman |
The xill on the floor of the hold advance cautiously toward the enraged Magt, with only one daring to attack! But Magt pushes the xill away and its mandibles snap shut only on air.
All three xill did a 5' step closer, but only Yellow can safely attack Magt. The attack misses.
Bite Attack vs Magt: 1d20 + 12 ⇒ (4) + 12 = 16
Raynor Cordite
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Raynor dismounts Mozza, "Fight on, noble steed! I'll try to liberate you before it's too late!"
Ride DC 20 to Fast Dismount: 1d20 + 17 ⇒ (12) + 17 = 29 Free action to dismount; I removed the gecko from the map to reduce clutter, it's probably toast anyway at this point...
Raynor trust his lance towards the xill adorned with black feathers!
Attack 1, Power Attack, Furious Focus, +1 Adamantine Lance: 1d20 + 19 ⇒ (10) + 19 = 29
adamantine magical piercing dmg: 1d8 + 20 ⇒ (8) + 20 = 28
Attack 2, Power Attack, +1 Adamantine Lance: 1d20 + 11 ⇒ (7) + 11 = 18
adamantine magical piercing dmg: 1d8 + 20 ⇒ (5) + 20 = 25
The knight then takes a few steps backwards towards Ignatius!
5-ft step south; Map Updated
Ignatius Hellfire
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Ignatius clicks his heels, activating his magical boots. Moving with blinding speed, he begins to load and fire at the xill around him, timing his shots to fire around his allies.
"Pardon the noise," he says as his musket roars in the ears of Magt and Raynor.
+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 14 + 1 + 1 - 2 ⇒ (9) + 14 + 1 + 1 - 2 = 23
Concealment: 1d100 ⇒ 76
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (9) + 7 + 1 = 17
+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 14 + 1 + 1 - 2 ⇒ (13) + 14 + 1 + 1 - 2 = 27
Concealment: 1d100 ⇒ 92
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (5) + 7 + 1 = 13
+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 14 + 1 + 1 - 2 ⇒ (15) + 14 + 1 + 1 - 2 = 29
Concealment: 1d100 ⇒ 96
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (2) + 7 + 1 = 10
+1 Reliable Musket, Haste, Rapid shot, PBS : 1d20 + 9 + 1 + 1 - 2 ⇒ (9) + 9 + 1 + 1 - 2 = 18
Concealment: 1d100 ⇒ 100
Magic, blunt, piercing: 1d12 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Iggy will start with blue and move clockwise. He targets touch, but everything does have cover for a +4 AC bonus. Iggy also has Clustered Shots, so DR only gets applied once.
Artemis the Relic Hunter
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Yikes!
Artemis flinches from the thunderous blasts of Ignatius' musket as he makes his way to the bottom of the stairway.
He then calls out to his companions.
That gargantuan plant is a xenophage creeper! It is semi-sentient and semi-corporeal, and the xill sitting in its root crown has obviously established some sort of rapport with it--giving the xill the ability to control the plant's two massive tendrils!
A xenophage creeper's gaping maw is used to devour prey it catches in its tendrils. But the creeper itself is nearly impossible to destroy -best to focus on the xill "operating" it, because if the xill is destroyed, the plant becomes harmless!
He then pulls out his wand of grease and tosses a large magical blob of pork lard in the center of the room that spreads out into a ten foot area of slippery goop. (Into the square with the number 9 in it, which I proudly created a green square around).
| GM Jhaeman |
Ignatius works his musket almost faster than the eye can see, sending four bullets into the nearest xill's chest! The four-armed monster barely manages to keep his feet!
Meanwhile, Artemis conjures slippery grease underneath another xill, but the foe keeps his balance.
All for of Ignatius' attacks hit Blue, and the xill is left in single digit hp. The xill made the initial Reflex save against the grease.
Reflex save vs grease: 1d20 + 10 ⇒ (7) + 10 = 17
Keene is up.
| GM Jhaeman |
The massive tendril wrapped around the giant gecko drags the poor beast to the root crown, where the xill plant-keeper tries to bite and paralyze it!
Although the token has been removed, the gecko is now adjacent to the green blob that represents the root crown.
The tendril succeeds in maintaining the grapple and the Plant-Keeper hits the gecko's grappled AC and does 5 points of damage. The gecko needs to roll a DC 16 Fort save to avoid paralysis.
Maintain Grapple: 1d20 + 25 ⇒ (19) + 25 = 44
Bite: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d3 + 3 ⇒ (2) + 3 = 5
Herr Magt Jaeger
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buffs:
Shield - dur 8 min
bloodrage round 6 of 18
now AC=21, HP=72 of 81, CMD=23
Magt drops the pole arm and lashes out with fang and claw!
bite att: 1d20 + 12 ⇒ (9) + 12 = 21, if hits, bite dam: 1d8 + 12 ⇒ (6) + 12 = 18
claw att 1: 1d20 + 12 ⇒ (16) + 12 = 28, if hits, claw dam 1: 2d6 + 12 ⇒ (5, 2) + 12 = 19
claw att 2: 1d20 + 12 ⇒ (1) + 12 = 13, if hits, claw dam 2: 2d6 + 12 ⇒ (2, 1) + 12 = 15
Starting with blue. If it goes down the rest on yellow.
Edit. Oops. Forgot miss chances. Rolling now.
miss chance bite: 1d100 ⇒ 50
miss chance claw 1: 1d100 ⇒ 79
miss chance claw 2: 1d100 ⇒ 12
| GM Jhaeman |
The fearsome xill try to use their paralyzing bites on Magt and Keene! The latter jumps back just in time, but the giant-sized Magt gets a chunk torn out of his calf!
Magt, you took a critical hit for a total of 11 points of damage and need to roll a DC 16 Fort save to avoid paralysis.
bite vs Magt: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1d3 + 3 ⇒ (3) + 3 = 6
miss chance: 1d100 ⇒ 61
bite vs Keene: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d3 + 3 ⇒ (1) + 3 = 4
miss chance: 1d100 ⇒ 29
Crit confirmation vs Magt: 1d20 + 12 ⇒ (14) + 12 = 26
extra crit damage: 1d3 + 3 ⇒ (2) + 3 = 5
Herr Magt Jaeger
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buffs:
Shield - dur 8 min
bloodrage round 6 of 18
now AC=21, HP=61 of 81, CMD=23
fort save: 1d20 + 13 ⇒ (12) + 13 = 25 Magt would have been really upset if he had rolled another '1' on this save.
Kyra, I believe you can take another action while directing the spiritual weapon. Might be a good time for the Holy Smite spell.
Raynor Cordite
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Raynor advances towards the enemy. Double move, stopping when I'm within 10-foot reach with the lance