| GM supervillan |
After taking a couple of minutes to heal your wounds, Makras leads the way onwards to certain doom. He believes.
2 minutes is about right John
The dwarf's darkvision reveals two passageways. The northerly passage seems to be slightly shorter, but both end in stone walls.
Waki Huro
|
Waki cleans his blades of shadow blood but keeps them drawn as he silently follows the group.
Perception : 1d20 + 11 ⇒ (9) + 11 = 20
Syllyn
|
Syllyn nervously joins the procession, constantly adjusting his armor and looking for weak points. Snapping his fingers, he declares "I should have done this earlier. Allow me to offer a morale boost.
Syllyn will cast Moment of Greatness on the party. this will allow you to double the bonuses from the inspired rage, or certain other bonuses like the morale bonus on attack rolls, saves, and skill checks from heroism (I'm talking to you Waki) one time.
Waki Huro
|
Oh shoot, for some reason I was thinking heroism was only 1m/Level. It should be up for over an hour remaining...
Grunjar
|
Syllyn will cast Moment of Greatness on the party. this will allow you to double the bonuses from the inspired rage, or certain other bonuses like the morale bonus on attack rolls, saves, and skill checks from heroism (I'm talking to you Waki) one time.
Great! Bless also qualifies for that and is still active for another 4-5 minutes. So you can declare the use of MoG (only once) before you make a roll you really need to succeed.
Grunjar stows his wand of CLW and casts guidance on Waki, John, Syllyn and himself (in that order).
Syllyn
|
Oh shoot, for some reason I was thinking heroism was only 1m/Level. It should be up for over an hour remaining...
Indeed. Remember that it was extended and I used an alchemical power component to boost the duration so the total initial duration would have been 120 minutes.
John "the Antagonizer" Carlos
|
”Two paths you say? Either way we leave one unknown behind us, so I’ll stay in the hallway and guard our exit with my spear and magic. You all pick a path and check it out. I’d say go right first, but the common phrase is ‘left is right, right is wrong’ so, whatever way is fine.”
Once the group moves up one hall or the other, John sets up in the square where the two halls meet. He has light at half radius and see invisibility up.
Grunjar
|
Right path seconded.
Syllyn
|
"Silly phrase - something a bard would come up with. Let's go right."
John "the Antagonizer" Carlos
|
I moved the group up to where I think they can see more, based upon our usual marching order with the exception of Makras leading the way per in game comments.
| GM supervillan |
Advancing down the corridor, you discover a platform with a walkway around. More barbed chains depend from a ceiling fifty feet above, down through the gap around the walkway to unknown depths.
You find three ornate bags tied to the chains.
Map updated.
Waki Huro
|
Waki inspects the bags
Perception, hero : 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Makras Vekker
|
Makras shrugs. "Weird place. I kinda like it. What're we here for again?"
Syllyn
|
"To retrieve an artifact that the Aspis went after."
Syllyn also pokes around looking for anything interesting.
perception, heroism: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Grunjar
|
"Let's see if we can find a clue here..."
Grunjar follows suit, scrutinizing the place.
Perception + guidance, darkvision: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37 (+2 if stonecunning is relevant)
He then casts guidance on himself again.
Woohoo, what a nice perception roll! Praise Desna! :-)))
John "the Antagonizer" Carlos
|
John does as he said he would.
Moved those of you investigating into the room.
Malaz Bourreau
|
Not wanting to be caught in a crowd, Malaz waits for the others to investigate the room.
| GM supervillan |
The bags contain a handful of valuable items. Trophies, perhaps. A robe, a ring, and broad leather girdle.
It's a Robe of Bones
It's a Ring of Sustenance
It's a Heavyload Belt
There is nothing else of note in this chamber.
Waki Huro
|
Waki motions to spell casters
”Items of interest there are. Some magical may be. Not Waki’s area. “
Malaz Bourreau
|
Spellcraft vs DC 21-robe: 1d20 + 14 ⇒ (12) + 14 = 26
Spellcraft vs DC 20-ring: 1d20 + 14 ⇒ (4) + 14 = 18
Spellcraft vs DC 16-girdle: 1d20 + 14 ⇒ (4) + 14 = 18
If handed the items, Malaz looks them over. "A Robe of Bones. I've read that only necromancers or clerics dedicated to forcing corpses to serve as puppets wear such items. The girdle would have proved useful on our trip up the shaft. In all fairness, it is most beneficial someone less physically focused. It should increase their ability to carry a disproportionate amount of weight. The ring itself is proving elusive at this time. Perhaps after we leave this place I can study it properly."
John "the Antagonizer" Carlos
|
John hears the call, takes one more glance down the other hallway and heads on into the platform room, "If'n one of you want to keep watch, that would be ideal while I check on these items. No promises though, Magical Item Identification is not my forte."
Spellcraft DC 21 Robe: 1d20 + 5 ⇒ (2) + 5 = 7
Spellcraft DC 20 Ring: 1d20 + 5 ⇒ (17) + 5 = 22
Spellcraft DC 16 Girdle: 1d20 + 5 ⇒ (5) + 5 = 10
He hands the other two items over to someone else and holds up the ring, "Ring of Sustenance, I can only assume it was used to help lengthen torture times in here. Makras you want it? That way you wouldn't miss the end of it all because you had to eat or something stupid like that."
The charismatic human glances over the edge and up at the chains, "I suppose we should check the other hallway before going down or up?"
Grunjar
|
"I have not much use for these items. The belt would be nice on Syllyn or Malaz (who already has a belt) if we have to carry much."
The cleric turns to John.
"Yes, I agree, we should check the other hallway first."
He starts to walk back to the intersection.
Syllyn
|
"Sure, I would benefit from the belt. Not sure I have much call to haul a bunch of heavy things around, but I have no magical belt so I could use it. But anyone here struggling with too much stuff want to use it instead?"
| GM supervillan |
Moved you on the map. I'll assume Syllyn wears the belt.
This large chamber has four wide alcoves containing tables that appear to have been used for cruel experiments and torture. Each is surrounded by a variety of surgical implements, while straps, hooks, and chains on the surfaces have clearly been used to restrain subjects during procedures. A pale, grey body lays on one of the tables, its skin flayed off.
The table with the body is marked with a white 'x'.
Makras Vekker
|
"Lookit this! People say I'm morbid!"
Waki Huro
|
Waki just shakes his head in disgust
” Find them we must. Ended this vile cruelty must be.“
Perception : 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Syllyn
|
Syllyn raps out a mournfully rhythm as he advances to examine the body, not as much worried about safety as eager to to find more stories for the sagas he has accumulated.
"Tortured, I'm sure. Perhaps even willingly."
Grunjar
|
Grunjar renews his guidance spell as needed.
He examines the body.
Heal, Take 10, guidance: 10 + 10 + 1 = 21
| GM supervillan |
Syllyn and Grunjar approach the flayed body. As they draw near, the chains binding the body animate! They reach out for Syllyn...
grab: 1d20 + 15 ⇒ (8) + 15 = 23
The chains pull Syllyn onto the table, next to the skinless corpse, and crush!
damage: 4d6 ⇒ (3, 6, 6, 3) = 18
Party status
Malaz -1hp damage from previous encounter
Syllyn -18hp, grappled
We're not in initiative as such, but everyone can post 1 round's worth of actions.
John "the Antagonizer" Carlos
|
John moves up, presumably at the sound of a scream or at least chains jingling, grunts and bones being crushed.
Sadly though, he still can't see the source of the sounds and moves further, eventually stepping up near the captured pathfinder to hopefully render aid next round.
Double Move, if the light source background is annoying, I can remove it. Also, are there chains from the ceiling in here or just the other room?
| GM supervillan |
No ceiling chains here. Only on the lower level, past the landing that you arrived at, and down through the gaps around the centre of the chamber with the "trophy bags."
Malaz Bourreau
|
Hearing the cry from his team mate, Malaz moves into the room. Again he calls upon occult energies to increase his size. He sees the nagaji entangled in chains. Him again? What is it with this guy. It's like he's trying to die. I would have bet on the dwarf."
Grunjar
|
"Wha...!"
When the chains start to move, Grunjar freezes for a second. But in the same moment as the chains successfully grab the skald, the cleric’s eyes light up and he shouts a divine word. using an immediate action to cast Liberating Command on Syllyn.
@GM supervillan: I believe an immediate escape attempt would happen before the crushing. So if it is successful, no damage, right?
@Syllyn: As an immediate action you can make an escape artist check to escape the grapple. You also get a +14 competence bonus on the check.
The dwarf then hastily retreats.
| GM supervillan |
In this case, the crushing damage occurs with the grab. It isn't a second combat round, or a second action. So Liberating Command won't prevent the damage that Syllyn has already taken. But it will grant him an immediate action Escape Artist attempt, and if that fails he can still make an Escape Artist or Grapple check (or some other action) before the chains can do further damage.
Syllyn
|
Syllyn drops his shield and attempts to escape
escape artist, heroism, liberating command: 1d20 - 3 + 2 + 14 ⇒ (8) - 3 + 2 + 14 = 21
reroll
escape artist, heroism, liberating command: 1d20 - 3 + 2 + 14 ⇒ (8) - 3 + 2 + 14 = 21
Syllyn is not particularly good at escaping with all that armor on.
Waki Huro
|
Waki will rush to aid on the escape check …or break out
Aid , escape, heroism : 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Makras Vekker
|
Makras trundles into the room at the sounds of the screams. He doesn't run, but it could be a little faster than a walk.
Double move.
| GM supervillan |
Syllyn struggles in vain against the chains...
You still have a round's worth of actions available Syllyn. Waki is giving you an Aid on an escape artist attempt that applies after the Liberating Command attempt. You could also try a Grapple check to escape - or any other action that can be attempted in a Grapple.
Syllyn
|
Syllyn is just going to pound the crap out of the chains. He has a paltry +7 CMB and even with the aid he has far less than a 50/50 chance at getting away if a 21 failed. On the other hand, his weapon is adamantine, so...
"Just beat on the thing. I don't think I will be able to escape. I hate this place."
Scimitar to hit, heroism: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Scimitar damage, whetstone, adamantine: 1d6 + 7 ⇒ (3) + 7 = 10
If he is able to take a move action to start a performance, he will, and that will add a +1 to both of those rolls.
Grunjar
|
@GM supervillan:
Darn, with this spell I was sure Syllyn could escape...
Can I retcon the order of Grunjar's actions because of the unexpected outcome? He would have seen that the spell did not work out as planned and still hasn't used his standard action...
(Also, very unlucky for Syllyn that the grab already dealt damage. I had hoped that the immediate action would prevent it - like feather fall prevents the falling damage. But it is what it is.)
RETCON:
The dwarf then hastily retreats.
As Syllyn could not break free despite the help of the spell, Grunjar touches him carefully while bestowing a bit of luck on him.
Then the dwarf hastily retreats.
Grunjar
|
@Syllyn: Please roll another D20 and take the better result.
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Syllyn
|
Scimitar to hit, heroism: 15
Scimitar damage, whetstone, adamantine: 10
Add +2 to the to hit roll because of heroism which I forgot to add.
Not sure which roll the bit of luck applies to. I don't think it will give a second escape roll since the luck needed to be in place before the attempt. I think it would be the to hit roll, so here it is...
Scimitar to hit, heroism: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Don't think I can crit a chain, but if I can...
confirm: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
confirm: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
crit damage: 1d6 + 7 ⇒ (2) + 7 = 9
Grunjar
|
That's correct, it was meant for the action in the round after the escape attempt - in this case for the attack roll.
Syllyn
|
Waki will adjust his assistance if needed…
Appreciated. you could just smack the chains yourself, particularly if you have an adamantine weapon. Oh, if I go down, which I will if he keeps rolling like that, someone should grab it and start wailing on the chains.
| GM supervillan |
I'm going to use a 'combat tracker' as if we were in initiative just to make sure I'm tracking everyone's actions.
Grunjar is alarmed at Syllyn's continuing misfortune and implores Lady Luck to redress the balance.
Syllyn realises that the chains have him bound tightly. He's glad he had his sword drawn already, and uses it to hack away. Although the sky-metal blade is effective, there are many chains...
Waki tries to help, and the rest of the group rushes - or ambles - towards the imperilled nagaji.
The chains continue to crush...
maintain grapple: 1d20 + 15 + 5 ⇒ (4) + 15 + 5 = 24
damage: 4d6 ⇒ (5, 2, 1, 3) = 11
Syllyn, raging song is fine as long as you're using Perform: Song rather than Percussion - you only have one hand free whilst you're grappled and you're wielding a sword in that.
Round 2
chains, -11hp
Syllyn, -29hp, grappled, Raging Song
Grunjar
Waki
Makras
Malaz. -1hp
John
Everybody is up again.
John "the Antagonizer" Carlos
|
John taps his foot with the rhythm and stabs his spear, trying to wedge it in a chain and twist to crack the metal.
”Help us break these chains!”
MW Cold Iron Long-spear + Song: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 for Cold Iron/Piercing + Song: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Grunjar
|
@all: Please remember that bless is still up!
@GM supervillan: Is there a Knowledge check that we could attempt for the animated chains?
Trying to keep Syllyn alive, Grunjar moves back and casts Cure Moderate Wounds on him. (converting Hold Person)
Desna, I need you!
CMW: 2d8 + 7 ⇒ (8, 5) + 7 = 20