Dewin Bryse |
Fascinating, Dewin says, following the group down. Always interested in ruins. Curiosity, don't you know.
Dewin will stick to detect magic.
Gobo Byzant |
That morning Gobo casts Mage Armor upon himself. Now that he is out of the quagmire he will investigate these ruins.
GM Dennis |
Initiative (Standard):
Zalmora Search, Scout: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Ennillee Scout: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Alladin Search, Scout: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Ingmar Detect Magic, scout: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Gobo Investigate: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Dewin Detect Magic: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Rain Search, scout: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
D avoid notice: 1d20 + 8 ⇒ (5) + 8 = 13
Recall Knowledge:
Zalmora Religion: 1d20 + 5 ⇒ (1) + 5 = 6
Dewin Religion: 1d20 + 3 ⇒ (1) + 3 = 4
The light from your various wayfinders and magically illuminated objects reflects off the polished tan and white stones that compose the stairway leading down into the ruins. At the base of the stairs, they open into a large, worked chamber made of similar stone. The ceiling rises 15 feet high, while the northern end of the room is raised several feet, with stairs running along the divide. Two halls branch from the raised area, one to the north covered in debris, while the other to the west connects to a wider hall heading north. A sealed stone door to the east bars access beyond. A large crack along the eastern wall of the lower section continues into a damp cavern replete with the smell of flora.
Rounding the corner into the room, the light from your wayfinders reflects off the beady eyes of a awkward, lumpy creature of vaguely humanoid shape as it scrabbles to its feet and hisses at you, teeth bared and fists clenched!
--------
Initiative!
Ingmar may act!
Ingmar Ironfist |
Ingmar moves to where he can see the thing. "Och! Aren't you the ugly thing?"
He tries to keep it from moving with Crushing Ground!
Bludgeoning, Reflex DC17: 2d6 ⇒ (6, 1) = 7
[ooc]
GM Dennis |
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
The creature lets out a pitiful cry when the ground closes tight onto it, thrashing about as its immobilized!
Rain follows Ingmar's leading, moving up to where he can see the creature and shouting "Now, while it's immobilized! I believe in you!", filling you with an inspired feeling! He then fires a spore pod at the trapped creature, but it deflects harmlessly off the ground holding it.
Rain spore pod, IC: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Bludgeoning: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
------
Initiative!
Ennillee and Zalmora may act.
Inspire Courage +1
Zalmora |
Zalmora takes note of her new prey, studying its movements. Hunt Prey
She then moves her hands in a series of gestures, adding magical weight like a lodestone to her strikes. Gravy Weapon
Drawing an arrow from her quiver, the nocks it and pulls back on the bowstring. "Come on, you've got this."
Strike vs Creature (Flat-footed): 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage (P + Precision): 1d6 + 1 + 2 + 1 + 1d8 ⇒ (2) + 1 + 2 + 1 + (5) = 11
Ennillee |
Ennillee returns to her strange, bobbing stance. She moves over next to the creature and lashes out twice.
Stumbling Punch: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
ouch!: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Stumbling Punch: 1d20 + 7 + 1 - 4 ⇒ (20) + 7 + 1 - 4 = 24
ouch!: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee Strike; Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a DC 17 Fortitude save. On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain. On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.
GM Dennis |
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Zalmora takes note of her new prey, studying its movements. Hunt Prey
She then moves her hands in a series of gestures, adding magical weight like a lodestone to her strikes. Gravy Weapon
Zalmora steadies her aim by imagining the awkward, droopy creature as a pile of fried potatoes, covered in melting cheese curds. She smiles, almost imperceptibly, as she buries an arrow into it in place of the beef-drippings and roux-based sauce of her imagination.
Much more business-like, Ennillee stumbles forward and punches the saggy creature twice!
Panicking, the foul little figure lashes out at Ennillee with a frenzied flurry of slashes with its stubby claws! MAP doesn't increase until after all three. It nearly loses its balance in its furor, however, and has trouble getting back into a defensive position.
Frenzied claw: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Slashing: 1d6 + 5 ⇒ (5) + 5 = 10
Evil damage: 1d4 ⇒ 4
Frenzied claw: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Slashing: 1d6 + 5 ⇒ (4) + 5 = 9
Evil damage: 1d4 ⇒ 1
Frenzied claw: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Slashing: 1d6 + 5 ⇒ (3) + 5 = 8
Evil damage: 1d4 ⇒ 3
---------
Initiative!
Gobo, Alladin, Dewin, and Ingmar may act.
Inspire Courage +1
GM Dennis |
Whoops, forgot Ennillee's reaction:
Fort save vs. Brinesoul, DC 17: 1d20 + 12 ⇒ (1) + 12 = 13 Oh no!
The creature hisses as the salt in Ennillee's blood splashes into its wounds! Sickened 2 means that second attack was only an 18, which misses!
Persistent acid damage: 2d6 ⇒ (5, 3) = 8 Actually at 48 damage, rather than 40.
Flat check: 1d20 ⇒ 15 Persistent acid ends.
Gobo Byzant |
Gobo yelps in terror before hiding it under an illusory veil of confidence. He then uses the powers of his mind to fling debris at the thing.
Telekinetic Projectile: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
B/P/S: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
GM Dennis |
Flat-footed, immobilized, clumsy, and sickened as it is, the creature has no chance to dodge Gobo's debris, which hits it square in the face. It's eyes roll up, disgusting black...blood? ichor?...starts oozing from its nose, and it slumps over backwards, unmoving. Penalties make that a crit, and that's enough to take it down. We are out of combat!
You're not under any particular time pressure, so can tend to Ennillee's wounds if you'd like. Which way from here?
Ingmar Ironfist |
Ingmar pulls out some lichens and mosses that he had in his healing kit, as well as his needle and thread, and applies them to Ennillee's wounds. "Don' ye' worry none, lass. Its all natural!"
Treat Wounds: 1d20 + 7 ⇒ (5) + 7 = 12
"Oops. Misjudged the depth of that wound there."
Dewin Bryse |
No no no! You've got to do it THIS way!
Medicine: 1d20 + 3 ⇒ (10) + 3 = 13 bwahaha
Dewin learns that undine anatomy is not exactly the same...
Alladin Sarsippius |
"Alright then." sniff
Alladin adjusts his belt and gear.
I guess we showed... whatever that is... what for. That's what I'm talking about. So uh... now what?"
"Oh. And Ingmar? You uh may want to youknow ixnay on the whole calling other..." Alladin waves in the lumpy thing's general direction, "things ugly. I'm not sayin, I'm just sayin."
Zalmora |
Zalmora takes the time to mentally refocus herself, still reeling from the delicious imagery this strange battle brought.
Baxter sits down by the ranger, nose in the air as if it smells something.
Ennillee |
Ennillee looks at the attempts to treat her injuries. "Is it...is it supposed to feel better yet?"
Are we okay waiting for another attempt? I definitely would rather not keep going with 5 hp.
Alladin Sarsippius |
Aladdin walks up to the undulating undine, ”Don’t worry about a thing. Every little thing? Gonna be alright.”
cast soothe; +2 saves versus mental effects foe one minute and Healing!: 1d10 + 4 ⇒ (10) + 4 = 14
Gobo Byzant |
Gobo has heard this somewhere before.
Alladin Sarsippius |
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"You must have caught one of my shows. Probably Shelyn Nights. We were a hit, people talking, dancing, grooving. And then boom! Couple minor players decided they were too big, needed their own space or some s+!# so they left." Alladin shrugs.
"So here I am tromping through a swamp with all y'all. Best career move ever."
Alladin grins and winks at Gobo.
Ingmar Ironfist |
"Yup." agrees the dwarf. "No you kin git some real work done."
"There's some natural stone this way. Mebbe we shuld investigate it?"
GM Dennis |
1d6 ⇒ 3
1d5 ⇒ 3
1d4 ⇒ 3
Looking for hazards:
Zalmora Search: 1d20 + 7 ⇒ (19) + 7 = 26
Alladin Search: 1d20 + 6 ⇒ (6) + 6 = 12
Rain Search: 1d20 + 6 ⇒ (3) + 6 = 9
The cavern is dark and extremely cold, significantly colder than the chamber from which you just came. Though the cave is mostly damp, patches of permafrost show up regularly within the dug dirt walls. In several places, moisture has come through the dirt, only to be frozen in place. Along the eastern wall, several smaller tunnels, too small for even a child, connect to hidden passages beyond. In the small chamber to the west, you see a small, stout metal chest.
As you approach a pinch-point ahead, Zalmora holds up her hand to stop the party, having spotted the source of the unnatural cold: a large patch of brown mold!
Brown mold is a hazard that leeches heat. You can safely remove it with a DC 18 Survival (trained) check. Alternatively, Rain offers to speak with it and convince it not to leech away your heat as you pass. If you wish to take that approach, I’d like one of you to roll a Diplomacy check for Rain, using his bonus of +8.
Gobo Byzant |
This is a vile hovel. Gobo mutters as the mold is spotted. Surely the hallway would have been totally safe :p
Ingmar Ironfist |
"I got this."
Ingmar carefully moves up and starts to scrape off the mold.
survival, guidance DC18: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Hero point offered
survival, guidance DC18: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Hero point scoffed
Ingmar looks like he is about to slip into the mold, when he alters his scrape and dives in face first. Stupid dice.
Dewin Bryse |
This is a vile hovel.
I don't disagree, Dewin says with a grimace, but we're here now and need to try and make it through.
He takes a look at the mold...
Survival: 1d20 + 3 ⇒ (1) + 3 = 4 LMAO
We need to burn this stuff away with fire!
Alladin Sarsippius |
"Yo, Rain. Seeing as how you and that patch of mold might be cousins or something and given how it just had a tasty meal of dwarf and cat, maybe you can try and settle our tab as it were?"
Cast guidance on Rain
Rain Diplomacy!: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
GM Dennis |
Ingmar Cold damage: 2d6 ⇒ (4, 3) = 7
Dewin Cold damage: 2d6 ⇒ (6, 3) = 9
After a few hilariously bad attempts at scraping away the mold, Rain cautiously approaches and has a conversation with it...or at least he claims to. The communication method employed is inscrutable to non-fungi. Either way, he claims to have talked the mold down, and that his rapport includes several connected colonies deeper in the cavern, all of which will now leave you alone.
Continue deeper in? Go check out that chest in the side room? Any changes to exploration mode or other preparations before proceeding?
Alladin Sarsippius |
Alladin approaches the chest looking for any traps or what have yous.
perception and then thievery if needed for that sweet sweet loot.
Ennillee |
Ennillee looks at Ingmar and Dewin's faces. "That looks like it burns! Anti-burns? Do you need to treat that?"
Ennillee then accompanies Alladin to look at the chest.
Dewin Bryse |
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Ennillee looks at Ingmar and Dewin's faces. "That looks like it burns! Anti-burns? Do you need to treat that?"
Just a flesh wound, Dewin says weakly, tucking his spleen back in.
GM Dennis |
2 people marked this as a favorite. |
After looking over the chest carefully, Alladin and Ennillee find free from traps...or even locks. Inside, they find several precious emerald gemstones, which they judge to be worth a total of about 25gp, and a dusty, rose-colored, prism-shaped gemstone. Alladin tosses it playfully to Ennillee, but instead of arcing to her hand, it continues its flight into a stable orbit around her head! As it begins its second lap around her head, the knowledge of how to weave a simple protective ward appears in her mind, as if she'd always known it.
This is a dusty rose prism aeon stone, which allows its user to cast a 1st-level shield cantrip. Feel free to pass it off to someone else, if you'd like.
Ingmar Ironfist |
"That don' feel so good." replies Ingmar. "I'd like to take a bit of time if you don' mind."
Treat Wounds DC15: 1d20 + 7 ⇒ (9) + 7 = 16 healing: 2d8 ⇒ (8, 3) = 11
"Dewin, you wan' me to patch ye' up?"
if so
Treat Wounds DC15: 1d20 + 7 ⇒ (2) + 7 = 9 healing: 2d8 ⇒ (8, 8) = 16
"Here... take the potion I got from the Pathfinder Society!"
He hands him his school training consumable potion.
Ennillee |
"Oh, how neat!" Ennillee's eyes shine brightly as she watches the aeon stone spin around.
Ennillee is happy to keep it but she can also pass it off if someone else would like it.
Dewin Bryse |
Dewin is grateful for Ingmar's generosity, and subsequently quaffs his own school training consumable.
healing: 1d8 ⇒ 3
That will have to do, Dewin says, not wanting to delay the group any longer.
Gobo Byzant |
Impressive, but Runelords integrate them into their skin. Therein lies the highest expression of Aeon Fashion.
Gobo is ready!
GM Dennis |
Init:
Zalmora Search, Scout: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Ennillee Scout: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Alladin Search, Scout: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Ingmar Detect Magic, scout: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Gobo Investigate: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Dewin Detect Magic: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Rain Search, scout: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
N: 1d20 + 9 ⇒ (13) + 9 = 22
C: 1d20 + 7 ⇒ (6) + 7 = 13
Continuing deeper into the cavern, you pass by several more patches of brown mold which, honoring their agreement with Rain, apparently, don’t draw any heat from you. Rounding the corner, the western wall opens into a wide circular chamber. A massive stone column ten feet wide (the black circle at the center) rises from the tiled floor to the ceiling twenty feet above. Strange glyphs dance along the column’s surface, pulsing with a dull green light that provides meager illumination in the area around it (dim light in a 20 ft. emanation from the column), though many of the glyphs wink in and out of existence as though malfunctioning. Collapsed stone debris blocks two of the connecting halls to the west and southwest, while a single five-foot-wide hall exits to the north.
Emerging from the behind the column as you approach is what looks like a 6-foot-tall snake made out of bones (secret Arcana or Crafting to identify)! It sways as it moves forward to attack!
Intiative!
Ingmar may act!
Ingmar Ironfist |
Ingmar sees the bone snake, and doesn't want to have much to do with hit. So, he moves forward, but is still too far away for his spells. With nothing better to do, he fires his clan pistol!
clan pistol vs bone-snake: 1d20 + 6 ⇒ (15) + 6 = 21 B or P*: 1d6 ⇒ 2
* Concussive, so deals whichever the target is weaker to
He then takes an action to reload.
"Ach! That's not a pretty site t' see"
GM Dennis |
Ingmar's bullet flies true, impacting one of the curved rib bones that makes up the upper portion of the creature's body and snapping off the final few feet of it! Hit, and seems to do almost 4 times as much damage as you might expect.
In response, the creature sways in a strange, undulating serpentine manner, it's bone clattering together in an almost hypnotic pattern! Everyone must attempt a DC 18 Will save.
Success:
Failure:
Critical Failure:
Rain Will save: 1d20 + 8 ⇒ (15) + 8 = 23
-------
Intiative!
Dewin, Alladin, Zalmora, and Ennillee may act. Please attempt the Will save before acting.
Ingmar Ironfist |
Will DC18: 1d20 + 9 ⇒ (5) + 9 = 14
Ingmar stands there a bit slack-jawed. If it is because of how well his bullet worked, or the dancing, remains to be seen.
Dewin Bryse |
DC 18 Will: 1d20 + 5 ⇒ (2) + 5 = 7
Crit fail seems like a Bad Thing [tm]. I VOLUNTEER THIS HERO POINT AS TRIBUTE.
DC 18 Will: 1d20 + 5 ⇒ (4) + 5 = 9 >.>
I was right, yes, a crit fail would've sucked.
Dewin tries to clear his head without much success.
Stunned 1.
Ennillee |
Will save: 1d20 + 5 ⇒ (15) + 5 = 20
Ennillee once again begins her strange bobbing movement. She runs up to the creature and swings twice.
Stumbling Punch: 1d20 + 7 ⇒ (13) + 7 = 20
ouch!: 1d8 + 2 ⇒ (3) + 2 = 5
Stumbling Punch: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
ouch!: 1d8 + 2 ⇒ (4) + 2 = 6
Enter Stance, Stride, Flurry
GM Dennis |
As Ennillee runs up into the glow of the column, the runes on it flare and two patches of shadow coalesce into tiny draconic forms! They look a lot like the ones you fought outside, if perhaps a little scrawnier. Perhaps this is the source of them!
Despite the sudden appearance of the strange creatures, Ennillee's first punch snaps off another large chunk of bone (bludgeoning seems to do extra damage), though her second strike slips between two of the bones, hitting nothing but air.
-----
Intiative!
Dewin (2 actions), Alladin (pending result of Will save), and Zalmora (pending result of Will save) may act.
Dewin Bryse |
Dewin tries to remember what he knows of this thing...
Recall Knowledge, Arcana/Crafting +7
Then cowers behind a conjured disk of force.
Gobo Byzant |
Gobo's Will (E): 1d20 + 4 ⇒ (18) + 4 = 22 +1 vs. Magic (+2 vs Arcane) as Reaction
Gobo has seen better dancing…
Alladin Sarsippius |
Will save!: 1d20 + 6 ⇒ (20) + 6 = 26
It's got a good beat and I can dance to it but man those moves are rough
"You want a dance off? WHAT!? You want to DANCE OFF with ME?!'
"Heeeeeey! Heeeeeey"
Alladin moonwalks in place flinging rocks at the bone snake looking thing
Telekinetic Projectile!: 1d20 + 7 ⇒ (2) + 7 = 9
Damage!: 1d6 + 4 ⇒ (1) + 4 = 5