Brethí
|
Imago speaks a few slow syllables.
The treant moves to the door and applies her considerable strength to the task.
Strength, aid: 1d20 + 9 ⇒ (4) + 9 = 13
| Yours is mined |
Brethí helps Dolamite and Gurkagh get the heavy throne door open, while Lissa’s cleaning attempt just spreads the humor-less mess a little wider.
The Varisian reads nothing in the entrails.
🐓
Pushing onward, a side tunnel leads you into an irregularly-shaped cavern, perhaps 100 feet by 150 feet by 50 feet high. Splitting this cavern is a deep chasm, crossed by a natural stone arch bridge.
Eight narrow stone pillars mark the edges of the bridge, each with a dimly-burning human or half-human skull on top. The eight skulls provide a little light—enough to illuminate the bridge, give hints about the dimensions of the cavern, and glint off a pool of water on the western side.
As you take in the cavern’s scope, four medium sized dogs pad towards you from out of the darkness. Two from the north towards Dolamite, Brethí and Tessara, one from the south towards Gurkagh and the fourth over the bridge heading east towards Lissa.
They whine as they see you, like they’ve been abandoned in this place.
Though their approach is head-down and cautious, they keep moving closer, closer, closer …
What would you like to do?
The Map is also at the top of the page.
Imago Tor
|
Knowledge Dungeoneering: 1d20 + 5 ⇒ (11) + 5 = 16
Survival: 1d20 + 15 ⇒ (6) + 15 = 21
Knowledge Nature: 1d20 + 15 ⇒ (6) + 15 = 21
"I have heard of this dog breed. Popular in Osirion." Imago gives Brethí the "Down" command and tries to look non-threatening.
Gave up Wild Empathy, though.
Dolamite
|
Upon entering the natural cavern Dolamite will cast Delay Poison on himself 70 minutes duration
AS the dogs approach he will pull some dried beef from his pack and toss it to the two to the north.
Gurkagh
|
"Poor doggies!" says Gurkagh, leaning down. "All doggies are good doggies. These doggies be Gurkagh friend." Suddenly, Gurkagh begins barking like a dog as he breaks apart some food for them.
Gurkagh has the Feral Speech hex, and will speak with mammals as he breaks up a day's rations as a snack for them.
Gurkagh's always ready for animals! If he can soothe them with a Handle Animal check, he'll Take 10 for a total of 21. If they get spooked or turn aggressive, he's got one charm animal prepared (DC 14 Will). If (Pathfinder being Pathfinder) these dogs aren't really dogs, he's got a detect animals or plants ready if he has any reason to be suspicious.
Survival: 1d20 + 15 ⇒ (8) + 15 = 23
Knowledge (nature): 1d20 + 10 ⇒ (13) + 10 = 23
Tessara Omelion PFS
|
Know. Dungeoneering 1d20 + 16 ⇒ (6) + 16 = 22
”Id guess we are about 200’ down,” Tess whispers as she looks around the area.
Lissa Villasani
|
Lissa pauses and pulls back just a little bit, to let the 'diplomatic' approach try to sedate the dogs. However, as a measure of caution, she focuses for a moment, and streams of water gather around her and lift her slightly off the ground, just in case.
Activating Kinetic Form to be Large sized until otherwise noted.
Ingrge
|
While Gurkhag handles the dogs, Ingrge observes the cavern…
Survival: 1d20 + 13 ⇒ (16) + 13 = 29
”Hmmm…if this spot was projected to surface, the apex of the Bent Pyramid should be within a mile or two of it…”
| Yours is mined |
Imago and Dolamite’s friendly approach sets the Red and Blue dogs’ tails wagging.
Green approaches Gurkagh, but when the shaman starts barking, the animal blinks twice and emits a strange syllable.
d̶̵̛̻̹̥̩͖̙͇̹x҉̢͏͙̱̘z ͉̫͔͇̕͟
Yellow inclines its head curiously as Lissa begins gathering her aquatic power, but as the Varisan rises slowly into the air on water-wings, the dog begins barking aggressively.
Ingrge can’t work out if the Green-eyed hound is barking because of Lissa’s rise into the air, or because the canine thinks any magic = BAD.
Nevertheless, the Zen Archer is certain Lissa’s hydrokinetic activities have initiated combat.
Dolamite Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Gurkagh Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Imago Tor Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Ingrge Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
Lissa Villasani Initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Tessara Omelion Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Who let the dogs out? : 1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 7 ⇒ (5) + 7 = 12
For every 5 over the DC you may ask one question.
Party Buffs:
Dolamite
Tessara
--
Blue
Green
Red
Yellow
--
Imago
Ingrge
Lissa
Brethí
Gurkagh
Dolamite & Tessara lead us off!
The Battle Map is also at the top of the page.
Tessara Omelion PFS
|
Know. Planes 1d20 + 12 ⇒ (11) + 12 = 23
Immunities, please.
”Those aren’t dogs! They are quasit demons!”
Tess delays to see if her teammates could finish the demons before expending her magical power.
Dolamite
|
Unsure if there are any buffs running that affect Dolamite - he has both Mage Armor and Delay Poison going ...
Dolamite hears the party mage declare that these seeming dogs are really demons and does not hesitate. He 5' steps and unloads a series of strikes at the one on to the west near the bridge. Strikes count as Cold Iron, Silver, Adamantine, and Magic
unarmed strike flurry of blows: 1d20 + 13 ⇒ (1) + 13 = 142d6 + 14 ⇒ (1, 6) + 14 = 21
unarmed strike flurry of blows: 1d20 + 13 ⇒ (15) + 13 = 282d6 + 11 ⇒ (4, 1) + 11 = 16
unarmed strike flurry of blows: 1d20 + 8 ⇒ (18) + 8 = 262d6 + 11 ⇒ (5, 4) + 11 = 20
unarmed strike flurry of blows: 1d20 + 8 ⇒ (15) + 8 = 232d6 + 11 ⇒ (6, 6) + 11 = 23
| Yours is mined |
Tessara identifies the hounds as disguised quasit demonlings, and delays to see how much of her arcane resources are likely to be required to defeat the creatures.
Dolamite steps forward and crushes the Phake Pharaoh-hound’s skull with an efficient display of controlled-power.
✊
Green stops wagging his tail. He has a little gift for Gurkagh:
green paw on FF Gurkagh: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d3 - 1 ⇒ (3) - 1 = 2
green paw on FF Gurkagh: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d3 - 1 ⇒ (2) - 1 = 1
green bite on FF Gurkagh: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d4 - 1 ⇒ (2) - 1 = 1
If either paws hit, Fort save vs poison for every time they do
Blue five-foot claws to try the same thing on Tessara:
blue paw on Tessara: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d3 - 1 ⇒ (3) - 1 = 2
blue paw on Tessara: 1d20 + 7 ⇒ (18) + 7 = 25 *hit*
damage: 1d3 - 1 ⇒ (3) - 1 = 2
blue bite on Tessara: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d4 - 1 ⇒ (2) - 1 = 1
If either paws hit, Fort save vs poison for every time they do
Meanwhile, Red moves around Brethí’s potential reach range, to take a bite out of Lissa.
Movement provokes from Lissa if she has a melee weapon out, has reach, and has a way of overcoming being flat footed.
red claw on FF Lissa: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d3 - 1 ⇒ (2) - 1 = 1
If the paw hits, Fort save vs poison
Round #1/2:
Party Buffs:
Dolamite mage armor, delay poison
--
Blue
Green
Red
Yellow dead dead
--
Tessara ☤ -2 hp, Fort save, please
Imago
Ingrge
Lissa
Brethí
Gurkagh
Party up! in any order
The Battle Map is also at the top of the page.
Imago Tor
|
n case it matters, Imago delays until Brethí's initiative count.
Imago points to Red and speaks a few words in Treant.
Then, seeing they are in a calm space in the battle, fire a volley of arrows at Green.
+2 Seeking Composite Longbow: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Piercing Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
+2 Seeking Composite Longbow: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Piercing Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
+2 Seeking Composite Longbow: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Piercing Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
+2 Seeking Composite Longbow: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Piercing Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Total all hits before subtracting DR.
+2 Seeking Composite Longbow, Critical Confirmation: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Critical Piercing Damage: 2d8 + 2 ⇒ (2, 3) + 2 = 7
Brethí
|
Brethí sees no need to complicate things.
Slam, Power Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Magic Bludgeoning Damage: 2d6 + 15 ⇒ (1, 6) + 15 = 22
Slam, Power Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Magic Bludgeoning Damage: 2d6 + 15 ⇒ (3, 6) + 15 = 24
Slam, Power Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Magic Bludgeoning Damage: 2d6 + 15 ⇒ (2, 3) + 15 = 20
Tessara Omelion PFS
|
Fort 1d20 + 8 ⇒ (20) + 8 = 28
| Yours is mined |
Imago makes Green look like it’s been playing with an angry porcupine, before the canine dissolves into a patch of bubbling black tar.
An uncomplicated Brethí knocks the Abyss out of Red.
It suffers the same fate that the treant’s elven companion dealt to Green.
Meanwhile, Tessara’s body easily overcomes the demonic venom.
Round #1/2:
Party Buffs:
Dolamite mage armor, delay poison
--
Blue
Green dead dead
Red dead dead
Yellow dead dead
--
Tessara ☤ -2 hp
Ingrge
Lissa
Imago
Brethí
Gurkagh
Tessara, Ingrge, Lissa, Gurkagh & Dolamite are go!
The Battle Map is also at the top of the page.
Gurkagh
|
Gurkagh sheds angry tears at the deception. "Bad dogs!" he shouts, breaking off the tip of a stalagamite and hurling it at the remaining demon-hound.
Gurkagh has Throw Anything, but this is against a foe in melee and that has soft cover, so chances are slim!
Hurled Object: 1d20 + 13 ⇒ (9) + 13 = 22
damage (magical): 1d6 + 4 ⇒ (2) + 4 = 6
Lissa Villasani
|
"I suppose I shouldn't be surprised...." Lissa mutters, before forming a long tendril of water. she brings it down twice on the remaining dog, before pulling it back to her, in case it survives long enough for another go around.
Full attack vs. Blue
Water Blade: 1d20 + 19 ⇒ (9) + 19 = 28 for: 6d6 + 10 ⇒ (2, 2, 5, 3, 3, 5) + 10 = 30 damage
Water Blade(Second strike): 1d20 + 14 ⇒ (6) + 14 = 20 for: 6d6 + 10 ⇒ (5, 3, 5, 5, 4, 5) + 10 = 37 damage
Ingrge
|
Ingrge will standby, pretty sure his companions have taken care of blue…but if it’s still up, he’ll fire at it…
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot
Damage: Strength, Magic, PBS, Deadly Aim
Longbow: 1d10 + 15 + 2 + 1 + 1 - 3 ⇒ (7) + 15 + 2 + 1 + 1 - 3 = 23
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 1 + 6 ⇒ (5) + 2 + 3 + 1 + 6 = 17
Dolamite
|
| 1 person marked this as a favorite. |
Once the fight is over Dolamite frowns at Gurkagh. What you just broke took thousands of years to form. Do you make a policy of defacing natural beauty?
Sorry - Oread thing. :)
Tessara Omelion PFS
|
Tess withdraws to the south, not wanting to get hit with whatever poison the enemy had.
Would someone move me south on the map please?
Gurkagh
|
Gurkagh shrugs at Dolamite with his palms facing upwards in the traditional 'what choice did I have?' gesture. "Gurkagh say rock spirit tell Gurkagh 'Hey Gurkagh, why don't you throw me? Me want to see world.' So Gurkagh throw."
| Yours is mined |
| 1 person marked this as a favorite. |
4.6 billion years of Golarion’s energy and stony flesh goes into sculpting the unique Underdark stalagmite that Gurkagh has a greater need for …
He misses.
Lissa shows the shaman how it’s done, double-slicing the canine’s body with her high-pressure water tendrils, until the demon doggie is reduced to a dark sludge washed into the cavern’s chasm by the surplus of the hydrokineticist’s labor.
Ingrge holds his fire, as Tessara maneuvers south.
The pair’s actions, plus Dolamite and Gurkagh’s awkward banter suggesting the group doesn’t think combat is over quite yet …
The Pathfinders’ caution proves warranted, as two horned demons crawl up over the far side chasm edge and stand to taunt the party.
Round #2:
Party Buffs:
Dolamite mage armor, delay poison
--
?? (delays)
--
Tessara ☤ -2 hp
Ingrge
Lissa
Imago
Brethí
--
Demons
--
Gurkagh
Dolamite, Tessara, Ingrge, Lissa, Imago & Brethí are go!
The Battle Map is also at the top of the page.
Dolamite
|
Dolamite looks doubtful at Gurkach, but unsure. really? Well if it wanted to go...
Seeing the new threat the monk casts divine favor, 5' steps to better guard the bridge, and motions the demons toward him. This is my bridge demons. You cannot pass. Unless you can teleport :)
Ingrge
|
Ingrge reacts quickly to the horned demons’ presence, unleashing a barrage of cold iron at the red one…
To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy
Damage: Strength, Magic, Deadly Aim, Favored Enemy
Longbow (Manyshot): 1d20 + 15 + 2 + 1 - 2 - 2 + 2 ⇒ (13) + 15 + 2 + 1 - 2 - 2 + 2 = 29
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (1) + 2 + 3 + 4 + 2 = 12
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (4) + 2 + 3 + 4 + 2 = 15
Longbow (Iterative): 1d20 + 10 + 2 + 1 - 2 - 2 + 2 ⇒ (18) + 10 + 2 + 1 - 2 - 2 + 2 = 29
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (8) + 2 + 3 + 4 + 2 = 19
Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 - 2 - 2 + 2 ⇒ (17) + 15 + 2 + 1 - 2 - 2 + 2 = 33
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (4) + 2 + 3 + 4 + 2 = 15
Clustered Shot Damage (assuming all shots hit): 61
Brethí
|
Brethí moves to the egde of the spell effect and prepares to strike the first approaching creature.
Bludgeoning Damage: 2d6 + 15 ⇒ (2, 4) + 15 = 21
Imago Tor
|
Imago casts hungry earth centered near the rear of the bridge.
Combat Maneuver Check: 1d20 + 16 ⇒ (10) + 16 = 26 vs. both demons. If successful, they are grappled (DC 20 to escape).
"Approach no closer than my companion."
Tessara Omelion PFS
|
Tess casts Haste on the party.
Lissa Villasani
|
The appearance of the additional demons makes Lissa's face harden slightly. She closes her eyes, and in response, the sounds of surf crushing against rocks begins to echo throughout the chamber. Likewise, small motes of water and frost begin to coalesce around her, before flowing into a single point in front of her. She grasps at it, and mentally reshapes it into a 2 foot long spike of ice, before aiming it to fire at the southerly demon.
Move action - Gather Power
Standard action - Extended Range Ice Blast vs. Blue
Ice Blast: 1d20 + 19 ⇒ (6) + 19 = 25 for: 12d6 + 22 ⇒ (6, 1, 3, 6, 2, 1, 5, 4, 1, 1, 2, 4) + 22 = 58damage
Don't know they're DR/resistances, so that's 29 piercing and 29 cold damage, counts as magical as well.
| Yours is mined |
The hastily gathered Pathfinder team responds swiftly and professionally to the new threat.
Dolamite moves to anchor the front line on the Party’s side of the bridge.
You cannot pass.
WE SHALL SEE CREATURE
Ingrge prefers to let his bow speak for him, delivering a hammer-blow of piercing, cold iron to Red – which bloodies the demon.
Brethí moves into position to defend the bridgehead as ordered, while Tessara adds a little urgency to the party.
Once the dust settles from Imago’s spell, it’s The Abyss 2, Golarion 0 as both demons remain free.
1d20 ⇒ 9
However, the druid may derive a modicum of satisfaction from hearing the high-pitched *Squeal* of a third demonic voice, which quickly fades, as if the squealee is experiencing an uncontrolled fall down the chasm.
Lissa turn aquatic prose into a pragmatic, deadly and strangely beautiful missile of ice that snow pierces the Blue demon, though not all the kinetic energy is transferred to the target.
⛧
Unsure of what spell Tessara has cast, Red targets the Witch with a general targeted dispel magic.
dispel magic DC 21: 1d20 + 7 ⇒ (10) + 7 = 17 *Fails to take down haste*
Meanwhile Blue greater teleports behind Tessara, ready to make her day next round.
Round #2/3:
Party Buffs: haste
Dolamite mage armor, delay poison
Tessara ☤ -2 hp
Ingrge
Lissa
Imago
Brethí
--
Blue Demon -38
Red Demon bloodied, hp tracked off screen
--
Gurkagh
Party up! In any order …
The Battle Map is also at the top of the page.
Imago Tor
|
Imago peppers blue with arrows.
+2 Seeking Composite Longbow: 1d20 + 10 + 1 + 1 ⇒ (5) + 10 + 1 + 1 = 17
Piercing Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
+2 Seeking Composite Longbow: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
Piercing Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
+2 Seeking Composite Longbow: 1d20 + 10 + 1 + 1 ⇒ (14) + 10 + 1 + 1 = 26
Piercing Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
+2 Seeking Composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27
Piercing Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Total all hits before subtracting DR.
Critical Confirmation: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
Critical Damage: 2d8 + 2 ⇒ (8, 1) + 2 = 11
And forgot haste.
+2 Seeking Composite Longbow: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
Piercing Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Dolamite
|
Current Buffs: Mage Armor, Delay Poison, Divine Favor, Haste. Current AC is 31.
With the extra movement from haste, Dolomate moves to defend his new friend Tessara. What are these things? He calls out to those more skilled than he in the knowledge of other planes.
Unarmed Strike (counts as silver, cold iron, and magic): 1d20 + 15 + 2 + 1 ⇒ (11) + 15 + 2 + 1 = 292d6 + 14 + 2 ⇒ (1, 5) + 14 + 2 = 22
Brethí
|
The treant sets its roots and prepares to thwack the next enemy within 10 feet.
Magic Bludgeoning Damage: 2d6 + 15 ⇒ (5, 4) + 15 = 24
Dolamite
|
The treant sets its roots and prepares to thwack the next enemy within 10 feet.
** spoiler omitted **
Your damage calculation seems to be in error
Gurkagh
|
"Spirits, Gurkagh say time bad monsters go home!"
Casting banishment on the demon across the bridge (DC 19 Will negates). Probably not necessary given this group's damage output, but I might as well use it since who knows if there'll be another opportunity.
Caster level check vs spell resistance (if necessary): 1d20 + 11 ⇒ (5) + 11 = 16
Tessara Omelion PFS
|
Know. Planes 1d20 + 12 ⇒ (4) + 12 = 16
Tess delays, waiting to see if the others could deal with the blue demon before she reacted.
Ingrge
|
Ingrge unloads another barrage on blue...
To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy, Haste
Damage: Strength, Magic, Deadly Aim, Favored Enemy
Longbow (Manyshot): 1d20 + 15 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (12) + 15 + 2 + 1 - 2 - 2 + 2 + 1 = 29
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (3) + 2 + 3 + 4 + 2 = 14
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (5) + 2 + 3 + 4 + 2 = 16
Longbow (Iterative): 1d20 + 10 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (16) + 10 + 2 + 1 - 2 - 2 + 2 + 1 = 28
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (2) + 2 + 3 + 4 + 2 = 13
Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (10) + 15 + 2 + 1 - 2 - 2 + 2 + 1 = 27
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (2) + 2 + 3 + 4 + 2 = 13
Longbow (Haste): 1d20 + 15 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (8) + 15 + 2 + 1 - 2 - 2 + 2 + 1 = 25
Magic/Cold Iron Damage: 1d8 + 2 + 3 + 4 + 2 ⇒ (3) + 2 + 3 + 4 + 2 = 14
Clustered Shot Damage (assuming all shots hit): 70
Lissa Villasani
|
Seeing the archers pepper the foolish demon that teleported to them with arrows, Lissa brings her attention to the other foe. she skates forward on a little wave of water to the southern edge of the chasm and fires off a geyser at the demon.
Move
Standard action - Water Blast vs. Red
Water Blast(Haste): 1d20 + 19 + 1 ⇒ (19) + 19 + 1 = 39 for: 6d6 + 16 ⇒ (4, 4, 5, 3, 5, 1) + 16 = 38 damage
| Yours is mined |
After ordering Brethí to hold and ready, Imago manages to land two clustered arrows on Blue, for modest damage.
Dolamite also lands a solid blow on Blue, but on withdrawing his fist finds it covered in acidic blood.
Gurkagh’s banishment falls on deaf ears, as the shaman fails to penetrate Red’s SR.
Tessara delays after relaying that the creatures are Rutterkin. Evolved but deformed larval growths, which are amongst the weakest of demon-kind. These pathetic mutants are completely unbound by masters, societies or causes.
Ingrge drops Blue with his Multishot, before switching targets to Red. In short order, the red-horned demon is also reduced to a pool of boiling black tar, filled with corroded arrows.
Lissa, you may save your water blast if you wish.
The Hydrokineticist prepares another unconventional water-based attack, but Ingrge’s efficiency means she doesn’t have to use the weapon in this fight.
♒
Once the battle is over, the cavern is ROCKED by an underground explosion!
Everyone, Acrobatics DC 10 or fall prone.
The explosion causes small rocks to fall from the ceiling in this cavern, but fortunately nobody gets hit by falling debris.
ie. Rocks fall, nobody dies.
Once the dust settles, over the stone bridge to the south-west you can hear a subtle thrumming sound, like a large waterfall.
Brethí
|
Acrobatics DC 10: 1d20 + 5 ⇒ (16) + 5 = 21
Imago Tor
|
Acrobatics DC 10: 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge Dungeoneering DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
Perception DC 20: 1d20 + 26 ⇒ (14) + 26 = 40
As Imago tumbles to the ground, they notice that the ceiling is remaining stable despite the tremors and that there is a light coming from over the bridge to the southwest.
Ingrge
|
Marked off 8 durable cold iron arrows on my inventory…
Acrobatics: 1d20 + 24 ⇒ (14) + 24 = 38
Ingrge’s quick reflexes allow him to remain standing after the shock of the explosion as he takes a closer look around…
Perception: 1d20 + 25 ⇒ (9) + 25 = 34
”Hmm…there’s a faint, white light shining from the passage out of the large cavern, which is similar to the one over the bridge to the southwest…”
Gurkagh
|
Gurkagh hits the ground hard and moans. "Gurkagh say . . . ow."
Acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Dolamite
|
Reflex Save: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 +1 for Haste
Acrobatics: 1d20 + 15 ⇒ (5) + 15 = 20
The monk, sensing the demon's skin is corrupt manages to punch and then quickly pull his hand away. When the cavern shakes he is steady as stone.
Tessara Omelion PFS
|
Acrobatics 1d20 + 15 ⇒ (1) + 15 = 16
Know. Dungeoneering 1d20 + 16 ⇒ (3) + 16 = 19
Perception 1d20 + 15 ⇒ (16) + 15 = 31
Tess manages to stay on her feet. She looks around at the cavern. ”I think we are okay. I don’t foresee any large rockfalls coming, luckily.”
She points out that white light she can barely make out, figuring that was the next spot in search.
Gurkagh
|
Gurkagh sits up with a groan, rubbing his head. "Gurkagh know! Gurkagh ask rock spirits what to do."
If we're not in a big hurry, Gurkagh will case commune with nature. It'll have a more limited range since we're underground, but may provide some interesting info. Or may not. Rock spirits can be cheeky that way!
Lissa Villasani
|
Acrobatics: 1d20 + 19 ⇒ (13) + 19 = 32
Perception: 1d20 + 15 ⇒ (8) + 15 = 23
Lissa easily stays on her feet, as the rocks tumble about. "So, let's check out the light. It's probably our next stop anyway."
| Yours is mined |
Pathfinder Victory! The wounded: Tessara: ☤ -2 hp
After the dust has cleared, twenty minutes have passed since the last demon was slain.
At less than 66 million years old, the skarn is very young.
WHAAA! We don’t want to have a nap and go dormant. We want a story! Ooh, who’s this?
Mister, you know any stories? You want us to tell you a story?
@Gurkagh, you can maintain this conversation as the game progresses if you like.
☥
Standing steadfastly among the Darkland debris, Lissa suggests the team move into the light ...
Several clusters of stalagmites block parts of the floor, all of them canted slightly toward the large limestone pyramid built into the ceiling on the west end of the room. The lowest part of the pyramid—its tip—is blasted open, leaving large scorched areas on the stone. It is situated approximately 30 feet above the cavern floor.
The tip has certainly blown out (and down) from the pyramid’s outer structure.
Visible through the open tip, at the bottom of the inverted pyramid is a pillar of blue and gold light extending out from the pyramid’s center and projecting downward toward the ground.
(If anyone has visited the Luxor casino in Las Vegas at night, it’s like that BUT upside-down, with the light shooting down to the ground, instead of up into the sky.)
The light-pillar also seems to be making the rushing, waterfall-like noise, making it difficult to hear incidental sounds.
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