*Arioch |
@GM: If Arioch hit, the damage should be 2 points higher; 1 from his Blade of the Society trait and 1 from using a whetstone to sharpen his dagger.
cmlobue |
Botting Severna
Arioch moves around the nearer combatant and stabs it in something important.
Severna brings forth her favorite bird to harry the same enemy.
bite: 1d20 + 5 ⇒ (11) + 5 = 16 for bite damage: 1d4 + 2 ⇒ (2) + 2 = 4
talon 1: 1d20 + 5 ⇒ (19) + 5 = 24 for talon damage: 1d4 + 2 ⇒ (1) + 2 = 3
talon 2: 1d20 + 5 ⇒ (8) + 5 = 13 for talon damage: 1d4 + 2 ⇒ (4) + 2 = 6
It is harried right to the ground.
The other foe steps toward the elephant and carefully casts a spell.
Concentration: 1d20 + 5 ⇒ (18) + 5 = 23
Fire Damage: 2d4 ⇒ (3, 4) = 7, Reflex DC 14 half
Round 1-2 - bolded may go
Stiggur (Reflex Save)
Omncinni (Reflex Save)
Jilla
Walks with Giants
Blue
Arioch (Reflex Save)
Severna
Red
Mahlbeni (Will Save)
Jilla |
Jilla decides that turnabout is fair play! She crouches down behind a wall, giggling to herself, as she draws upon gnome trickster magic to make it sound like a squad of reinforcements are marching on the ruins from the north.
Casting ghost sound. DC 12 to disbelieve.
cmlobue |
At this point, a 7 round nap is not that big a deal. Unless oyu have something unusual, Omncinni will continue to follow your last instructions while possible, then do nothing but defend itself.
Severna Voralus |
Severna will get her eagle to spin around, 5-foot step north to full attack that "ghost".
I don't think that you spite eviled the other guy, so I will do for this
bite: 1d20 + 3 ⇒ (13) + 3 = 16 for bite damage: 1d4 + 2 ⇒ (4) + 2 = 6 (+1 damage if evil)
talon 1: 1d20 + 3 ⇒ (12) + 3 = 15 for talon damage: 1d4 + 2 ⇒ (3) + 2 = 5 (+1 damage if evil)
damage if evil)
talon 2: 1d20 + 3 ⇒ (16) + 3 = 19 for talon damage: 1d4 + 2 ⇒ (2) + 2 = 4 (+1 damage if evil)
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
Severna herself will delay, as she sees she won't be able to wake the unconscious Mahlbeni.
Walks with Giants |
WwG takes advantage of the confusion and skirts the edge of the combat until he gets opposite of the elephant and slips in a stab.
To Hit Longspear, flank: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Damage Longspear: 1d8 + 1 ⇒ (6) + 1 = 7
cmlobue |
Mahlbeni is knocked out by the colorful magic, but the rest of the Pathfinders waste no time in taking down the second opponent.
Combat over!
Stiggur (Reflex Save, -3 or -7 HP)
Omncinni (-3 HP)
Arioch (Reflex Save, -3 or -7 HP)
The opponents have 6 alchemist's fire, 4 thunderstones, 2 light crossbows, 40 bolts, 2 disguise kits, 2 spell component pouches, 2 small steel mirrors, 100 ft. of silk rope and a number of magic items.
* color spray, silent image, animate rope, blurred movement, burning hands, mage armor, sleep, vocal alteration, dancing lights, daze, detect magic, ghost sound, ray of frost
* animate rope, burning hands, color spray, corrosive touch, expeditious retreat, mage armor, monkey fish, silent image, dancing lights, daze (DC 13), detect magic, ghost sound, ray of frost
The square marked "f" has a stone which easily slides aside to reveal a staircase.
Walks with Giants |
WwG grabs an extra spell component pouch. You never know. And one alchemist's fire.
Then she fires up a detect magic and starts scanning for magic.
spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8
spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7
spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
And he gets nothing.
*Arioch |
Reflex Save: 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Arioch hands Walks a wand and requests healing.
"That fool just burned off my vermin repellent!"
Walks with Giants |
WwG starts tapping until he says stop.
*Arioch |
Sure make me roll the cursed die roller! :(
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
"Thanks that hit the spot! Now if only our druid friend would wake up...well since we have time to burn, might as well search this entrance for traps."
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
"Oh and if you could heal the elephant please; no sense in it being hurt."
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Stiggur |
reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Ouch, -7...
perception: 1d20 + 6 ⇒ (12) + 6 = 18
"I've seen these before... these help in healing. Just what the doctor ordered," says Stiggur, pointing to the vials in a hidden pouch. he then proceeds to drink one.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
cmlobue |
The Pathfinders heal all the damage from the ghostly guards (who it turns out were elves using ghostly disguise) and tie them up. Two wands remain unidentified, but the rest of the loot is collected and distributed.
Anything else to do before heading down?
Jilla |
"Don't worry everyone--I'll take the lead!" Jilla begins to move cautiously down the staircase.
*Arioch |
"Don't worry everyone--I'll take the lead!" Jilla begins to move cautiously down the staircase.
"Sure, find the traps the hard way."
Mahlbeni |
Mahlbeni sleepy wakes up 42 seconds later
"No Omncinni, it's too early to go for a walk..."
He yawns and comes to his senses
"Oh my how embarrassing - good work everyone for taking care of those imposters. I am sorry that I can't identify those items"
"Let us move cautiously my friends"
*Arioch |
Mahlbeni sleepy wakes up 42 seconds later
"No Omncinni, it's too early to go for a walk..."He yawns and comes to his senses
"Oh my how embarrassing - good work everyone for taking care of those imposters. I am sorry that I can't identify those items"
"Let us move cautiously my friends"
"Yeah sleepin' on the job, how could ya?"
Arioch mudges Mahlbeni in the ribs to make sure he knows Arioch is only joking.cmlobue |
Down the stairs we go. Same slide, new map.
Stone steps lead up from the north corner of this small room. An open archway leads south, while a second archway leading west is obstructed by rubble and mud.
*Arioch |
Arioch checks to see if the rubble and mud are a legitimate blockage or just a ruse.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
He'll then check the way leading south.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Walks with Giants |
"Hey, it happens. In fact, I can cast the same spell if you would like to try."
WwG smiles broadly as he suggests this, obviously joining in on the teasing. Fine with moving on he joins in the procession leading down. Once they get to the bottom he points south an observes, "Unless we want to spend some time digging it looks like we are headed that way."
*Arioch |
"Hey, it happens. In fact, I can cast the same spell if you would like to try."
WwG smiles broadly as he suggests this, obviously joining in on the teasing. Fine with moving on he joins in the procession leading down. Once they get to the bottom he points south an observes, "Unless we want to spend some time digging it looks like we are headed that way."
"Hey I was checking to see if that was a fake setup to hide the real stuff from someone finding it. It's what my Gran MaMa taught me to do!"
cmlobue |
The collapsed passageway is indeed a collapsed passageway.
Water drips slowly from a leak in the roof in the northwest corner of this room, forming a muddy puddle on the floor. Human and animal tracks cover the floor.
Walks with Giants |
survival: 1d20 + 7 ⇒ (5) + 7 = 12
WwG almost misses it but eventually he puts the pieces together.
"Guys, I think I know what left these tracks. Badgers... and weasels, though it's odd because the size of the tracks are very different."
Assuming you mean what I think you mean, are some of them dire animals and some normal or perhaps were-folk sized?
*Arioch |
[dice=survival]1d20+7
WwG almost misses it but eventually he puts the pieces together.
"Guys, I think I know what left these tracks. Badgers... and weasels, though it's odd because the size of the tracks are very different."
Assuming you mean what I think you mean, are some of them dire animals and some normal or perhaps were-folk sized?
"They'll be in good company since we left a weasel at the exit with the iron gate. Any idea how many of them were here?"
cmlobue |
Scenario does not provide any further information about the relative size of the creatures.
The hallway to the west continues for 70 feet, with two passageways on either side.
*Arioch |
Arioch continues searching for any sign of traps or treasure as quietly as he can...
Taking 10 on Stealth for an 18.
Also checking the piles of debris/stuff on the map for anything unusual.
Hall
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Pile 1
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Pile2
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Next Hallway opening
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Stiggur |
Stiggur will follow along, doing the same (stealth 17).
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
cmlobue |
You find nothing of interest between the stairway and the entrance to the long hallway to the west.
*Arioch |
Arioch gestures for the rest of the party to enter the bigger room and then he proceeds to listen and search near the first 'room' entrance.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Still taking 10 on Stealth for an 18.
Stiggur |
Stiggur will continue to follow 5' behind(stealth 17)...
perception: 1d20 + 6 ⇒ (6) + 6 = 12
And assuming we continue like this until we find something...
perception: 1d20 + 6 ⇒ (3) + 6 = 9
perception: 1d20 + 6 ⇒ (13) + 6 = 19
perception: 1d20 + 6 ⇒ (16) + 6 = 22
perception: 1d20 + 6 ⇒ (3) + 6 = 9
perception: 1d20 + 6 ⇒ (5) + 6 = 11
cmlobue |
Hastily constructed bunks line the south wall of the small barracks. Mold covers the walls, and the stench of decay is thick in the air. Open archways on the east and west ends of the room lead north.
Mahlbeni |
"Good spot there on the tracks. I don't not like the smell of decay in this room"
Mahlbeni will look for what smells bad in here
Perception for decay: 1d20 + 7 ⇒ (20) + 7 = 27
He'll take a look through through the bunks
Perception for bunks: 1d20 + 7 ⇒ (2) + 7 = 9
He'll also look in through the arches
Perception for east arch: 1d20 + 7 ⇒ (3) + 7 = 10
Perception for west arch: 1d20 + 7 ⇒ (16) + 7 = 23
*Arioch |
Arioch quietly searches the western exit to the barracks and tries to see and listen for anything in the room to the north.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Stealth is still 18.
cmlobue |
The arches are the two entrances to the room.
There are no sounds coming from across from the western entrance to the barracks. The room seems to be poorly kept, and the stench comes from all around rather than any specific item.
Walks with Giants |
WwG takes up a guard post a little west of the group, leaving the smelly work to the others.
*Arioch |
Arioch and his enforcer Stiggur continue the stealthy search with Mahlbeni and the attack elephant trailing behind.
Not sure how close/far Walks wants to be to the can't find anything rogue. I'm also not sure what you want to do with Jilla since they're out of communication. I put a weird shape in the one alcove with rubble; we'll check that first and then move to the end of the visible part of the map. We'll keep Perceptioning and Stealthing until something starts killing us. :)
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Stealth still 18.
Walks with Giants |
Just a little west of the group. I moved his icon.
*Arioch |
Just a little west of the group. I moved his icon.
Thanks, I wasn't sure where to keep Walks.
cmlobue |
North
Rubble and debris block the eastern half of this room, while sparsely filled weapon and armor racks line the remaining intact walls. The room contains 3 suits of studded leather armor, 3 handaxes, and 3 longbows.
West
Rolled up straw mats lie in a pile against the western wall of this room, leaving the damp earthen floor exposed. The walls appear freshly cleaned, though they are still speckled with stray flecks of moss and mold. Open cages line the southern wall of the room, and the air is rich with the smell of recently shifted earth. Archways lead to the north and to the east.
An unarmed woman wearing animal hides with leathery-looking skin waits within. She spits at you, cracks her knuckles, and smiles confidently, revealing a row of canine teeth. “Welcome, Pathfinders. I take it you aren’t interested in surrendering without a fight?”
She does not wait for an answer.
”Arioch Initiative”: 1d20 + 4 ⇒ (15) + 4 = 19
”Mahlbeni Initiative”: 1d20 + 2 ⇒ (13) + 2 = 15
”Omncinni Initiative”: 1d20 + 2 ⇒ (10) + 2 = 12
”Stiggur Initiative”: 1d20 + 6 ⇒ (5) + 6 = 11
”Jilla Initiative”: 1d20 + 1 ⇒ (4) + 1 = 5
”Walks with Giants Initiative”: 1d20 + 9 ⇒ (16) + 9 = 25
”Cetenna Initiative”: 1d20 + 2 ⇒ (10) + 2 = 12
”Red Initiative”: 1d20 + 4 ⇒ (6) + 4 = 10
”Blue Initiative”: 1d20 + 4 ⇒ (8) + 4 = 12
”??? Initiative”: 1d20 + 4 ⇒ (13) + 4 = 17
Omncinni=1, Cetenna=2: 1d2 ⇒ 2
Round 1 - bolded may go
Walks with Giants
Severna
Arioch
???
Mahlbeni
Blue
Cetenna
Omncinni
Stiggur
Red
Jilla
Walks with Giants |
WwG slips into the room and open fires with a DC 14 Color Spray on the leading two opponents.
"Not very friendly, are you?"
cmlobue |
Any Knowledge checks to be made?
Local for Cetenna, Nature for Red and Blue.
Will Save, Cetenna: 1d20 + 3 ⇒ (18) + 3 = 21
Will Save, Blue: 1d20 + 1 ⇒ (11) + 1 = 12
Blue is unconscious+ for 2d4 ⇒ (3, 2) = 5 rounds, then blinded+ for 1d4 ⇒ 1 rounds, then stunned for 1 round.