Rhizzuk
|
Rhizzuk growls at pink
demoralize vs Pink Will DC (No language): 1d20 + 16 ⇒ (3) + 16 = 19
Then follws up with a big overhead smash.
hammer time vs Prone Pink(FF): 1d20 + 15 ⇒ (7) + 15 = 22
b damage: 2d8 + 4 ⇒ (3, 1) + 4 = 8
prone on crit.
Attacking pink if still alive, otherwise yellow.
more hammer, more smash: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19
b damage: 2d8 + 4 ⇒ (3, 3) + 4 = 10
prone on crit.
hammer time vs Prone Pink(FF): 1d20 + 15 ⇒ (14) + 15 = 29
b damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15
disrupting: 1d6 ⇒ 1
Prone on crit
flat: 1d20 ⇒ 13
The Dire GM
|
While Rhizzuk doesn't scare Pink at all, he does manage to smash it into black dust, destroying it!
His attack against Yellow is a miss, however - and he continues to bleed.
Anaissah and Dran'Thil are still up!
Dran'Thil
|
The dwarf sheathes his clan dagger and draws his dwarven war axe. Then he moves to flank the white one.
Anaissah
|
**"Horsey!"** Anaissah calls out worriedly to her unicorn as it took a big hit from the shadow. It rears up and tries to return the favor...
Unicorn Horn v White: 1d20 + 12 ⇒ (1) + 12 = 13
P w/Ghost Touch: 1d10 + 4 ⇒ (7) + 4 = 11
Good: 1d6 ⇒ 6
Too skittish, the unicorn pulls away from the shadow (moves SW). Anaissah looks at her companions to see who is the most injured, and sends a healing wind of glowing pink magenta flower petals toward Azu with a blown kiss.
Heal lvl 3 on Azu: 3d8 + 24 ⇒ (8, 5, 1) + 24 = 38
The Dire GM
|
The Unicorn misses, but Anaissah's healing (and some re-arranging of fate) leaves Azu healed with wounds fully clotted, as Dran'Thil changes position.
Soundtrack #4: Itching - Darker Skies Ahead
Wildly striking out at the nearest living target, the White shadow tries to strike Dran'Thil! (◆) Ow...
Shadow Hand: 1d20 + 15 ⇒ (20) + 15 = 35
Negative Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11 (22)
~~~
Rhizzuk's reaction gives Dran'Thil resistance 8 versus that damage, and he successfully hits the White shadow, even though it resists about one-third of the paladin's damage from the strike!
~~~
And a second time! (◆) Oy vey...
Shadow Hand: 1d20 + 15 - 5 ⇒ (20) + 15 - 5 = 30
Negative Damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13 (26)
And a third time! (◆) Whew
Shadow Hand: 1d20 + 15 - 10 ⇒ (3) + 15 - 10 = 8
Negative Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Dran'Thil starts to look bloodied and pale from the repeated critical undead attacks!
ROUND 3
Hobbs (0 damage)
ROUND 4
Red (destroyed)
Yellow (53 damage)
Azu (0 damage)
Anaissah (0 damage) Enfeebled 3
James (25 damage)
Rhizzuk (32 damage) Grabbed, Bleeding Flat Check
Dran'Thil (58 damage) Bleeding Flat Check
White (25 damage)
Pink (destroyed)
Check to ID Cyan & White: Religion (or Undead Lore)
Check to ID Red, Pink & Yellow: Occultism (or Abberation Lore)
Hobbs is up!
Maps & Scenery are updated!
Hobbs Picklesmith
|
magic missile vs white: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7
Hobbs scowlS at the shadow brutalizing Dran'Thil and fires three more bolts of energy at it.
The Dire GM
|
Hobbs zaps the shadow, making it look extremely wispy and nearly dissapated!
Soundtrack #4: Itching - Darker Skies Ahead
Yellow is currently grabbing Rhizzuk:
It attempts to strike (◆) him with a bite!
Jaws: 1d20 + 14 ⇒ (6) + 14 = 20 vs. Flat-footed
Damage: 2d8 + 5 ⇒ (4, 8) + 5 = 17 Piercing plus Grab and 1d4 Persistent Bleed
Then it tries to bite (◆) Rhizzuk again!
Jaws: 1d20 + 14 - 5 ⇒ (10) + 14 - 5 = 19
Damage: 2d8 + 5 ⇒ (8, 5) + 5 = 18 Piercing plus Grab and 1d4 Persistent Bleed
Then it tries to bite (◆) Rhizzuk a third time!
Jaws: 1d20 + 14 - 10 ⇒ (15) + 14 - 10 = 19
Damage: 2d8 + 5 ⇒ (1, 4) + 5 = 10 Piercing plus Grab and 1d4 Persistent Bleed
It loses its grab on Rhizzuk!
Rhizzuk Bleed: 1d4 ⇒ 2
Dran'Thil Bleed: 1d4 ⇒ 4
ROUND 4
Azu (0 damage)
Anaissah (0 damage) Enfeebled 3
James (25 damage)
Rhizzuk (34 damage) Bleeding Flat Check
Dran'Thil (62 damage) Bleeding Flat Check
White (32 damage)
Hobbs (0 damage)
ROUND 5
Yellow (53 damage)
Check to ID Cyan & White: Religion (or Undead Lore)
Check to ID Red, Pink & Yellow: Occultism (or Abberation Lore)
Azu, Anaissah, James, Rhizzuk, and Dran'Thil are up!
Maps & Scenery are updated!
Azu Azan
|
Azu calls out to the the sorceress , "Much obliged!"
He then sets to work on his prey before him
Twin Takedown (Sword piercing) wlvl B: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 Damage wGW: 2d8 + 4 + 4 ⇒ (2, 7) + 4 + 4 = 17
Twin Takedown (Light Hammer blunt) wlvl B: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Strike 3 (Light Hammer blunt) wlvl B: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Strike 4 (Light Hammer blunt) wlvl B: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Azu shakes his head, "The dice gods giveth and they taketh away."
Anaissah
|
The unicorn wheels around, knickers, and then calls out to Rhizzuk in a high voice. "Wey aye! Canny blocks there, chav! Radgie shades being proper workytickets!"
Anaissah snickers, and draws a line of molten magenta energy between the pile of mouths and her own ( admittedly attractive and fashionable) shadow.
Electric Arc DC 25 Ref: 4d4 + 4 ⇒ (4, 4, 4, 3) + 4 = 19
And the unicorn is charging in, lowering it's head at the shadow again or Yellow if the electric arc killed it first.
Powerful Charge v Flanked White: 1d20 + 12 ⇒ (15) + 12 = 27
Piercing w/Ghost Touch: 1d10 + 4 + 2d6 ⇒ (4) + 4 + (4, 4) = 16
Good: 1d6 ⇒ 3
The Dire GM
|
Azu's final strike hits, dealing more damage than expected!
(Yellow 67 damage)
Against Anaissah's spell:
White Reflex: 1d20 + 14 ⇒ (18) + 14 = 32
White succeeds, and resists some of the damage that does get through.
(White 36 damage)
Yellow Reflex: 1d20 + 12 ⇒ (11) + 12 = 23
Yellow fails, and takes full damage from the electricity!
(Yellow 86 damage)
The unicorn comes in charging hard, destroying the chic shadow!
(White is destroyed!)
Rhizzuk, James, and Dran'Thil are still up!
Dran'Thil
|
Still having his dwarven war axe in one hand the dwarf draws his clan dagger again, moves to the yellow one and strikes it.
Clan dagger:1d20 + 16 ⇒ (6) + 16 = 22
Damage, bludgeoning:2d4 + 11 ⇒ (1, 1) + 11 = 13
Rhizzuk
|
Sorry to be slow, was a busy couple days and paizo was down during my planned posting window
Rhizzuk tries to finish off yellow with a trio of swings.
hammer: 1d20 + 15 ⇒ (15) + 15 = 30
b damage: 2d8 + 4 ⇒ (6, 5) + 4 = 15
Prone on Crit, if a miss +1 to next attack from backswing.
2hammer2swing: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13
b damage: 2d8 + 4 ⇒ (7, 7) + 4 = 18
Prone on Crit, if a miss +1 to next attack from backswing.
3rdhammerisbesthammer: 1d20 + 15 - 10 ⇒ (16) + 15 - 10 = 21
b damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15
Prone on Crit.
hammer: 1d20 + 15 ⇒ (20) + 15 = 35
b damage: 2d8 + 4 ⇒ (2, 5) + 4 = 11
Prone on Crit
flat vs bleed: 1d20 ⇒ 4
The Dire GM
|
Dran'Thil smashes the blunt-edge of his clan dagger into the remaining enemy as Rhizzuk follows suit, thankfully destroying the creature before James can land his swing (since the slashing attack from the barbarian would surely have provoked a reaction since it was likely to have hit as well).
With all enemies destroyed and fading to black dust, you are now out of combat!
Mysteriously, all bleeding effects end when the final creature is destroyed, too.
Current Status:
Azu (0 damage)
Anaissah (0 damage) Enfeebled 3 ~> Enfeebled 2 at the end of combat
James (25 damage)
Rhizzuk (34 damage)
Dran'Thil (62 damage)
Hobbs (0 damage)
Soundtrack #3: Island Ambient - City
Hero Point Awards: 1 to Hobbs for ritual performance, 1 to Dran'Thil for good battlefield tactics, and 1 to Anaissah for exceptional choices in RP and in summoning!
The monolith has been reclaimed to its rightful realm, and the creatures that came out to attack you are vanquished. Anybody who would like to can examine their remains, however:
What would you like to do now, Pathfinders?
Hobbs Picklesmith
|
occultism: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Hobbs refills his bubble pipe and examines the remains of the creatures.
Hmm...It seems that these creatures were psychic remnants of dozens of imprisoned minds stripped of their memory. I am fairly confident that it will be at least 8 hours before the island can manifest any more monsters to attack us like this again, even if we purify or destroy other monoliths."
Dran'Thil
|
The dwarf tries to evaluate Annaissah’s state.
Medicine: 1d20 + 15 ⇒ (20) + 15 = 35
Dran'Thil
|
During this time the dwarf’s wounds are closing. ((+1 hp per minute))
Anaissah
|
With enough time left, the unicorn is able to use both of it's healing spells on the injured Pathfinders.
Rhizzuk healing: 3d8 + 24 ⇒ (4, 5, 8) + 24 = 41
Dran'Thil healing: 3d8 + 24 ⇒ (1, 5, 2) + 24 = 32
Anaissah gives it a pat and scratches behind the ear before dismissing the unicorn.
Dran'Thil
|
No need to heal me. My wounds are already disappearing.
The Dire GM
|
The unicorn whinnies, happy to have been of useful service as it casts spells before returning to its home.
10 minutes pass as Azu refocuses and Dran'Thil's aeon stone heals him.
Current Status:
Azu (0 damage)
Anaissah (0 damage) Enfeebled 2
James (25 damage)
Rhizzuk (0 damage)
Dran'Thil (20 damage) Healing 1/minute
Hobbs (0 damage)
Soundtrack #3: Island Ambient - City
What would you like to do now, Pathfinders? And would the rest of you have done anything else while Azu was refocusing?
Dran'Thil
|
The dwarf treats James wounds during the time of refocus.
Medicine, treat wounds, DC 20: 1d20 + 15 ⇒ (15) + 15 = 30
Damage healed, crit: 4d8 + 10 ⇒ (7, 1, 3, 6) + 10 = 27
Anaissah
|
"So give it to me straight, doc. What's the prognosis?" Anaissah says to Hobbs, whom she saw studying herself earlier.
"Welp... on to the next monolith then, right? I'm glad there's no more threats around here to worry about. Those were... icky." She says with a wrinkled nose.
Dran'Thil
|
Dran'Thil rolled a 20 for a 35 as result medicine check to know something about Anaissah's state. Something to know?
The Dire GM
|
Dran'Thil can easily share what he learned upon examination, and over the next 10 minutes will heal to full hp.
Soundtrack #3: Island Ambient - City
The next area you approach has dilapidated tents and broken-down wagons circling a cracked stone monolith atop a promontory to the east. The faint chatter of haggling and the jingle of coins whisper from the long shadows.
You find yourselves wandering for an indiscernible amount of time, the tents and wagons seeming to move to form dead ends and mazelike twists and turns.
You can attempt Perception, Survival, Mercantile Lore, Scouting Lore, or Underworld Lore checks to navigate and investigate the area.
While the monolith is visible from a distance, darkness obscures the path to the monolith if you approach it, growing thicker the closer you go.
If you want to approach the monolith before searching the market, let me know.
Hobbs Picklesmith
|
"I see...This area seems to emulate the fluid geography often found in dreams. Directions don't make sense, walls, or in this case wagons, move in nonsensical ways."
perception: 1d20 + 9 ⇒ (4) + 9 = 13
Dran'Thil
|
The dwarf looks around the market.
Perception: 1d20 + 14 ⇒ (3) + 14 = 17
The Dire GM
|
Soundtrack #3: Island Ambient - City
Hobs, Rhizzuk, and Dran'Thil look around, but find nothing of interest.
Azu, however, spots glowing yellow eyes on a wall painted with a green dragon that points down the row. He notices a black-cloaked elven poppet with similar eyes discarded on a table pointing toward a faded, diaphanous tent. Inside, two glowing yellow candles light a single stand. After a few moments a simple lantern with an unlit yellow candle appears on the stand, coalescing out of the shadows.
(Art of the lantern appears on Slide 8)
The yellow eyes glance towards a panel marked with a blue butterfly before they disappear.
Hobbs Picklesmith
|
No proper goblin would be able to avoid touching that panel
"A butterfly? Perhaps some connection to Desna?" He touches the panel and...
Open the spoiler to see if Hobbs has made a poor decision
Dran'Thil
|
The dwarf laughs.
Good hand, Hobbs. Who needs some fire resistance?
The Dire GM
|
Where to now? :P
Hobbs Picklesmith
|
"The protection that potion provides is only marginally superior to my own natural resistance. Someone else would make better use of its power. In the meantime I think I would like to further examine this lamp."
Hobbs gives the lamp a closer look.
The Dire GM
|
Take care lest ye look too hard into the lamp, for the lamp looks back.
Nothing happens / no additional information at this time
Hobbs Picklesmith
|
Hobbs scoffs. "Ha! Darkness is no match for my superior goblin eyesight. Nevertheless I do realize the need to make allowances for the visually deficient. Besides there's something unusual about this lamp but I just can't quite figure out what."
Hobbs picks up the lantern.
Is the blue square near us another monolith?
The Dire GM
|
As mentioned previously, all blue squares are monolith locations, yar.
While the monolith is visible from a distance, darkness obscures the path to the monolith as you approach it from the market, growing thicker the closer you go. Eventually, even creatures with darkvision can barely see, treating things in the darkness as concealed or even hidden, if you persist.
Strangely, the unlit lantern Hobbs holds is still visible, in all of this.
Anaissah
|
"Those tents... reminds me a bit of when I used to travel in the caravan with my bunica, down through the river kingdoms. Many a Harrow reading was done in them (amongst other things I daren't share)! I can do your own fortunes, when we're back in Absalom. I think I have my deck still somewhere..." Anaissah fumbles about, but being barely able to see, curses softly and gestures to Hobbs.
"What's unusual, my sesquipedalian companion, is that it's unlit. Wont you give us the privilege of sight?" She says with a huff.
Hobbs Picklesmith
|
Hobbs nods and waves his staff in the air, igniting the tip. He uses this flame to light the lantern.
The Dire GM
|
Hobbs lights the lantern, causing it to blaze to life without any resistance from the demiplane. Its light shines out in all directions (also ignoring the limitations of the demiplane), burning away the cloying shadows and illuminating your path forward to the monolith.
Soundtrack #3: Island Ambient - City
When you arrive at last, you notice that the crown constellation shines bright above the ancient stone, illuminating dead butterflies carpeted around it. Unlit candles flank a hollow in the stone holding a broken placard bearing legible writing - another part of the comforting poem from before:
"Courtiers trail the king up the endless Stairs.
Please call me once more to dance in your dreams."
What would you like to do now?
Dran'Thil
|
Somebody to lit the candles with magic to avoid to pull out flint and steel?
The Dire GM
|
You can light candles without problems, but unless they are magical in nature, their light does not extend beyond 5 feet.
Hobbs Picklesmith
|
Hobbs shrugs and lights the candles. He examines the butterflies to try to determine what might have killed them. He doffs his hat for Erinaceinae to examine them as well.
Anaissah
|
"Not to yuck someone's yum, but... eww."Anaissah remarks at the carpet of dead butterflies.
She wracks her brain if she's ever heard of a king in the stars, endless stairs, or any other such gobbledygook, and after a moment of consternation she mutters, "Deceit and Delight! I don't think that's Desna's doing. Call me old fashioned, but just buy a girl a drink first. So... ah, another ritual for this one then? Same song as the first, different verse?"