Atae
|
I moved her up because I had to be close enough to touch the halfling in order to cast my charm spell.
Seeing how viscious the little faux halfling is, the priestess calls upon Calistria to protect the gnome form their foe:
Forbidding ward
and then attempts to figure out what it is as it changes shape.
Murph The Surf
|
Unfortunately, no reaction from Murph
We'll be easy, won't we. Come back here and say that again, coward
◆ Athletics to climb
Athletics to climb, DC 15: 1d20 + 6 ⇒ (20) + 6 = 26
Well, that is a pain. A crit success only gets me 10 feet? Still in pursuit.
Can I see "Rindle from here?"
◆ Athletics to climb
Athletics to climb, DC 15: 1d20 + 6 ⇒ (1) + 6 = 7
Falling!
◆ Use Cat Fall feat to treat fall as 10 feet shorter, so effectively fall 0 Feet, but based on the Crit fail, assume I land prone? If so, then I stand up
Atae
|
This is what forbidding ward does:
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
| cmlobue |
Atae recognizes the creature as a dandasuka, a fiend with the rakshasa subtype. In addition to what you have already observed, they have innate mind-reading magic.
It appears you only land prone if you take damage from a fall, so Murph lands on his feet.
Murph The Surf
|
It also appears that they have a climb speed, and my odds on keeping up are non-existent.
Makai Goldenoak
|
Makai looks at the rock and shield in her hand and she waits. She will not climb, to slow to catch anyone ;)
Dreadfang!
|
”No escape! NO ESCAPE!”, cries Dreadfang, as he scrambles up after their foe.
Climb, Climb, Stride (Speed 35’)
Athletics: 1d20 + 12 ⇒ (17) + 12 = 29
Athletics: 1d20 + 12 ⇒ (16) + 12 = 28
Teja Khellekdottir
|
Teja, seeing the creature escaping tosses her dagger at it with a vengeful throw.
attack: 1d20 + 15 ⇒ (2) + 15 = 17
She then steps up to the bleeding Murph and tries to staunch his bleeding.
Assurance with medicine to stop the bleeding: 10 + 10 = 20
"Meadow"
|
@Teja I'm pretty sure there's no visible enemy for you to throw a dagger at since he climbed the rocks and fled. Also Murph made the flat check so his bleeding has already stopped.
"Dreadfang, wait!"
Meadow steps to the rocks and begins to climb.
athletics-climb: 1d20 + 8 ⇒ (8) + 8 = 16
athletics-climb: 1d20 + 8 ⇒ (12) + 8 = 20
Looks like Meadow is 10 feet up on the wall.
Teja Khellekdottir
|
I assumed he was further up the wall. So no throw, but I'll heal Murph instead
healing (combat medicine): 2d8 + 10 ⇒ (6, 3) + 10 = 19
| cmlobue |
He is in the square indicated for now. Atae knows nothing else about him, though she was veryc lose to a crit on the RK.
"Meadow"
|
Grr! I'm a doofus. I didn't scroll all the way down and couldn't see the bad guy's token until just now. I totally should have shot at him instead of trying to climb.
Murph The Surf
|
Same here. I kept assuming he was just off the map to the East. I didn't see him until the statement "He is in the square indicated."
| cmlobue |
I don't mind if people retcon their actions if they didn't notice where Rindle was.
Murph The Surf
|
RETCON for Murph's turn
◆◆ Move for two actions to get to the other side of "Rindle"
◆ Use Quick Draw to pull a dagger and ranged strike, out one range increment
Thrown Dagger at Rindle 2nd range increment: 1d20 + 13 - 1 ⇒ (7) + 13 - 1 = 19
Piercing damage: 1d4 + 4 ⇒ (2) + 4 = 6
"Meadow"
|
RETCON for Meadow's turn
"He's getting away!"
Meadow sheathes her rapier and carefully studies the fleeing creature before drawing her bow and firing.
Quick Draw-shortbow vs Rindle: 1d20 + 11 ⇒ (5) + 11 = 16
piercing: 2d6 ⇒ (2, 1) = 3
deadly?: 1d10 ⇒ 1
precision: 1d8 ⇒ 3 extra damage on the first hit.
◆ Interact-sheathe weapon, ◆ Hunt prey, ◆ Quick Draw
Teja Khellekdottir
|
Teja will do the throw (and likely miss) and either heal Murph if she is near enough at the right init, or retreat a bit to keep protecting the VC. She certainly will not go in chase, leaving the VC unguarded.
Makai Goldenoak
|
Ok retconning and running along the rocks
| cmlobue |
The Pathfinders chase down the false agent. Neither Murph nor Meadow can hit with their attacks.
With escape seeming unlikely, the creature goes after Dreadfang.
◆ Fangs: 1d20 + 15 ⇒ (7) + 15 = 22
Piercing Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9 plus 1d6 persistent bleed
◆ Claw: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
Piercing Damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9
◆ Claw: 1d20 + 15 - 8 ⇒ (8) + 15 - 8 = 15
Piercing Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
Round 3 - bolded may go!
"Rindle" (-50 HP)
Makai
Murph (-29 HP,)
Atae
Teja
Dreadfang!
Meadow
Mr. Chitters
Makai Goldenoak
|
Divine hammer (meaning lance): 1d20 + 10 ⇒ (17) + 10 = 27
Damage, good: 3d4 + 4 ⇒ (1, 1, 4) + 4 = 10
Makai looks at the creature above and touches her pendant of torag, she looks at the creature and moves her hand. A hammer of light flies towards the creature filled with good magic.
Casting Divine Lance Torag is LG - so picking good. If the creature is evil it is stricken with -10 good damage
Atae
|
I am confused, is this Round 2 or 3?
If I am correct, I think I only have had one turn? I identified the fiend and then cast forbidding ward.
Atae
|
| 1 person marked this as a favorite. |
The cleric moves up and knowing that this fiend is a fiend of law and order, she invokes her goddess to strike it down with her wonderful mischief and chaos as the furry of a swarming nest of wasps seems to strike at the creature.
1d20 + 11 ⇒ (14) + 11 = 25 divine lance, chaos
3d4 + 4 ⇒ (2, 4, 2) + 4 = 12 chaos
| cmlobue |
Makai and Atae both unleash spears made of godly force. Although both harm the creature, Makai's seems particularly effective, and it drops to the ground.
You find a satchel on the body satchel which contains 3 lesser healing potions and coins made from cut jewels.
Teja Khellekdottir
|
After checking the captain is well protected, Teja turns to see the others have handled the intruder.
"Well done! Is it still alive? We should try to question it."
"Meadow"
|
Meadow shouts at the owl in alarm.
"Silence! No! There's something weird about that squirrel. Drop it right now!"
She rushes over to Silence and knocks the squirrel from his grasp.
"Meadow"
|
The young ranger pulls a dead mouse from a belt pouch and tosses it to the owl before turning to examine the remains of the squirrel.
Makai Goldenoak
|
Makai waits for Murph to descend from the rocks "Let me see your wounds"
Medicine, treat wounds, DC20: 1d20 + 12 ⇒ (12) + 12 = 24
Heal: 2d8 + 10 ⇒ (1, 7) + 10 = 18 Continual recovery let me heal him after 10 minutes
Medicine, treat wounds, DC20: 1d20 + 12 ⇒ (14) + 12 = 26
Heal: 2d8 + 10 ⇒ (2, 4) + 10 = 16
So 30 mins to get him in tip-top shape!
"Ok, ready to go?"
| cmlobue |
Mr. Chitters is a voidworm, a protean creature that can change both its shape and its resistance to energy. They can stupefy creatures by striking them with their tail, and heal their own wounds. (Fast healing 1, so you are not technically done with the fight, though I'm sure you can handle it.)
The other creature is indeed dead.
Teja Khellekdottir
|
"Fascinating.." says Teja, stepping toward the worm.
"I've heard of these, but never seen one before. "[b]Are they intelligent? Could we communicate with it?"
Religion +8 to identify anything more about it
| cmlobue |
Meadow Nature: 1d20 + 10 ⇒ (1) + 10 = 11
Makai Nature: 1d20 + 10 ⇒ (19) + 10 = 29
Murph Nature: 1d20 + 9 ⇒ (19) + 9 = 28
Teja has no additional information about the creature.
The distraction ended, Eliza directs you further into the Maze.
Around this particular corner of the maze, a statue of a robed spellcaster rendered in the act of drawing forth a wand stands in a readied pose. Some of the statue’s fingers have been snapped off. Lichens spot its stone body here and there. Glinting sparkles shift in the topiary walls and a soft breeze comes from some unknown place, bearing clashing scents of cinnamon and tar.
Eliza asks you to find a suitable section of the maze for the stabilization device. Within the branches of the rose bushes lining the walls of the maze, there are clusters of crystallized sap resembling emerald-hued amber growing directly from the limbs of the plants. The crystals exhibit a strange humming sound and grow jut from the branches in rigid angles.
Teja Khellekdottir
|
"What would make a section of the maze suitable for the device?" asks Teja, taking some samples from the soil here. She'll also take a rose cutting and try to get some of the emerald-hued amber.
"I've never seen anything like this before.." she mutters.
Teja is trained in every skill, and expert in a number of them, she'll do whatever analysis she can.
"Meadow"
|
"Oooh! These crystals look interesting. I bet they can tell us a lot about what's messing the maze up. We should gather a bunch of them up."
Meadow begins to harvest the crystals and place them in a belt pouch.
| cmlobue |
Misread Teja's sheet and didn't realize she was trained in an appropriate skill. She still doesn't know what they are.
Makai Goldenoak
|
Makai takes a step towards the crystal. She crouches to look it from different angles
"Look at those straight edges here and there, I think that we see an influence of some greater force weighs on the ecosystem of the maze. Energies consistent with Axis, the Plane of Law, might explain the changes to the local flora."
| cmlobue |
The Maze is suffused with magic, but Atae does not notice anything that stands out in this area.
Meadow takes some of the crystals and adds them to Eliza's sample.
Anything else you want to do before moving on?
Teja Khellekdottir
|
Teja also examines the statue. How realistic does it actually appear? Could this be a petrified spellcaster, or is it more likely an actual statue.
| cmlobue |
The statue is extremely detailed. You would not be surprised if it was a petrified person, though there's no way to be sure unless you have a way to remove petrification.
Makai Goldenoak
|
Makai looks at Teja glancing over the statue "Do you think it was Medusa's doing?" she wonders if this was a living creature how long is it here.
"I don't think that we can do anything for them right now. Maybe we should keep going"
Teja Khellekdottir
|
"Given what we know... I suspect it is likely. Let us hope she is not annoyed with us."
| cmlobue |
Having collected the necessary samples from this area, the parety moves on.
With a single step, the world explodes into darkness and light. Walls of green become swirls of verdant light. A dizzying array of symbols and runes swims through the air, accompanied by the aromas of dried spice and parchment.
Movement in this area becomes difficult as your bodies begin to transform into the same symbols. Eliza does not seem to be affected. She informs you that there is no other way forward. The ceiling here are 20 feet high and made of magical force. The walls glow in a way that provides normal illumination.
Petulengro explains that you will be passing through three gates, and each of them will test your perception and sense of self. You can also use your Will to reshape the plane to overcome these challenges, but Elzia warns you that such reshaping, while effective, could anger any nearby guardians.
The first length of hallway appears in the shape of an Elysian field with a large stone archway at the far end, flanked by creatures that appear as aged humans. Each character must first learn how to control their runic soul-body before they cross this room, and is immobilized until they either attempt an Arcana or Religion check to Recall Knowledge or attempt a Will saving throw to take control of their new form by sheer force of will.
Secret Arcana or Nature to identify the creatures.