| GM TOP |
The pathfinders spring into action! The kind of action that decisively ends most sorts of encounters. But is this 'most sorts'?
Barcher begins singing an odd little song, but it has rhyme and rhythm, so it works! You feel pretty confident this bad dude is going down.
Markus rushes forward, unbelievably fast for a dwarf! Holy cow how does he even do that!!! Kuikka moves a much more normal pace for someone so holy and heavily armored.
Corba has a trick up her sleeve though, commanding her loyal steed to take her into combat. The pup listens and after a shaky ride, she casts a spell upon the foe to addle their brain. And in the process, learns something else about it!
Holy cow, this enemy is... something! It has Spell Resistance, jeepers creepers.
Corba vs. SR: 1d20 + 2 ⇒ (7) + 2 = 9
She knows the spell SHOULD have worked, but for some reason this things mind just doesn't make any sense of her spell. Maybe there just isn't that much of a mind even left?
Now up close, the foe drops their bow, pulls out a spear and stabs hard at the dwarf.
Spear PA: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
But maybe it was too hard of a swing and the nimble monk just barely escapes harm.
In charge the cavalry! A new dwarf and Kimlo, ready to go (albeit really far away).
Round One: THE BAD KIND OF MUTANT! THE KIND THAT EATS PEEEEEOOOOPPPPPLLLLLEEEEEE!!!!
Buffs: Inspire Courage +1
Markus
Kuikka
Corba
Barcher
Red Mutant
Kimlo
Dwalin
Blue Dog?
Bold may act! Trained K: Dungeoneering for the Mutant, which looks like at some point it was a humanoid... but not anymore. Trained K: Nature for the Animal.
Kimlo Grimmerkin
|
Kimlo lumbers forward axe at the ready. "Markus, save me a piece of that mindless hairy vampire,will you?" "I just need a little to sink in my axe."
Double moves up behind Kuikka.
| GM TOP |
The two dwarves rumble forward, trying to get into range to help if things turn bad.
The big friendly puppy gallops up and tries to give a nice lick to Markus. What a cuddly new friend!
Dog Bite vs. Markus: 1d20 + 3 ⇒ (18) + 3 = 21 for BPS: 1d6 + 3 ⇒ (5) + 3 = 8 and Trip?: 1d20 + 3 ⇒ (13) + 3 = 16
No Trip but definitely a bite. I also realized I was looking at the wrong dwarf's AC on the last attack. No worries, my mistake. I won't retcon the damage that should have been.
The big lick turns into a chomp, a painful one too! Apparently this isn't a cuddly new friend.
Round Two: THE BAD KIND OF MUTANT!
Buffs: Inspire Courage +1
Markus (-8 HP)
Kuikka
Corba
Barcher
Red Mutant
Kimlo
Dwalin
Blue Dog?
Bold may act!
Corba Nana
|
Holy cow, this enemy is... something! It has Spell Resistance, jeepers creepers.
She knows the spell SHOULD have worked, but for some reason this things mind just doesn't make any sense of her spell. Maybe there just isn't that much of a mind even left?
Bold may act! Trained K: Dungeoneering for the Mutant, which looks like at some point it was a humanoid... but not anymore. Trained K: Nature for the Animal.
@GM TOP: Did the spell fail because of SR or because it's not humanoid anymore? Corba's actions depend on it.
Corba Nana
|
"Huh, seems I have to be smarter..."
Corba casts another spell. (standard action to cast grease below both enemies, no SR, Reflex DC 16 or fall prone)
CHA check (instead of Handle Animal): 1d20 + 5 ⇒ (5) + 5 = 10 (DC 10 to get the riding dog to move, move action)
"Good boy, Rocky! Let's MOVE again!"
(riding dog with speed 40ft, single move)
| GM TOP |
The pat of butter expands as she flicks it, spreading out into a glistening carpet below and behind the two foes. They attempt to keep their footing and...
Red Reflex DC 16: 1d20 ⇒ 13
Blue Reflex DC 16: 1d20 + 5 ⇒ (16) + 5 = 21
...the tall aberration falls, but the four legged one does not.
Barcher
|
Barcher continues his song, moves up and fires on the 4 legged creature,
Point blank shot: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 2 ⇒ (8) + 2 = 10
Kuikka
|
Kuikka charges forward, shouting "Die, vampire spawn!", and swings at the puppy-thing.
greataxe, power attack, charge, bard: 1d20 + 4 - 1 + 2 + 1 ⇒ (18) + 4 - 1 + 2 + 1 = 24 for slashing, bard: 1d12 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
-2 AC for charge
| GM TOP |
After the half-success of Corba's spell, Barcher attempts to hit the target still standing. It does not work though.
But does provide a distraction for Kuikka, who rushes forward and lops the dog-creature's head off in one fell swoop. The stumpy little tail twitches a few times after the body collapses. Apparently Vampire Spawn are susceptible to decapitation!
The mutant seems angry at this development, though to be fair it's hard to tell anger from whatever it was expressing before when it tried to stab Markus.
Round Two: THE BAD KIND OF MUTANT!
Buffs: Inspire Courage +1 (2 rds used by Barcher)
Kuikka (Charged)
Corba
Barcher
Markus (-8 HP)
Red Mutant (Prone)
Kimlo
Dwalin
Blue Dog (dead)
Bold may act!
Markus Stonewarden
|
Markus launches a series of quick strikes into the mutated thing, waiting to see if he can finish it on the ground.
Fob: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage 1: 1d8 + 4 ⇒ (3) + 4 = 7
FOB 2: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Damage 2: 1d8 + 4 ⇒ (6) + 4 = 10
As the creature gains its feet, Markus smashes a knee into its face!
AoO 1: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
| GM TOP |
Markus SOMEHOW manages to MISS a prone target with both his stomps?!? Holy cow, that mutant is living a charmed life.
Not too charmed though, they get rocked upside the head with a meaty knee when they stand. But still, that coulda be it, right there. Stepping out of the grease they stab at their tormentor, refusing to surrender.
Stab - PA: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
But that hit to the head knocked something loose and has definitely thrown off their aim.
Rounds Two & Three: {Insert 'Fallout' Reference}
Buffs: Inspire Courage +1 (2 rds used by Barcher)
Kuikka
Corba
Barcher
Markus (-8 HP)
Red Mutant (-8 HP)
Kimlo
Dwalin
Blue Dog (dead)
Bold may act!
Kuikka
|
Kuikka steps to Markus's left and aims a mighty slash at the creature's waist.
greataxe, power attack, bard: 1d20 + 4 - 1 + 1 ⇒ (12) + 4 - 1 + 1 = 16 for slashing, bard: 1d12 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Barcher
|
Barcher does his best to land an arrow on the mutant int between the melee, stepping south 5 ft and keeping his song going a 3rd round.
Inspired PBS into melee: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 221d8 + 2 ⇒ (7) + 2 = 9
Corba Nana
|
Kuikka: I think you are selling yourself short. Power Attack adds 50% more damage if you use a 2-handed weapon, so currently you get +3 damage, not only +2. ;-)
Corba tries again to daze the mutated creature...
CL check to overcome SR: 1d20 + 2 ⇒ (3) + 2 = 5 Well, I tried...:-/
Markus Stonewarden
|
Slippery thing, stay down will you!?!
Markus snaps a kick at it in passing, ensuring the monster stays put.
attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
| GM TOP |
Kuikka juuust barely misses her massive attack. And as the creature chortles a coughing laugh at her, Barcher puts an arrow through its one visible eye, dropping it instantly. As it breaths its last, it gurgles out, ”Don’t check the…. cave.”
Out of Combat! Nicely done. What next?”
The pally damage looks right. 4 from str, 3 from PA.
Barcher
|
Barcher smirks as his shaft finds it mark in the mutants eye before finishing his song off.
"That bite looks nasty Markus, does anyone have any healing spells for him before we head into the cave?" he asks while prestidigitating any dirt or grim off of his clothes.
Markus Stonewarden
|
Markus withdraws a wand, handing it over, Just use this, save your spells for now. Thank you Barcher
If someone's willing to use the wand, CLW!
Clw: 1d8 + 1 ⇒ (7) + 1 = 8
Corba Nana
|
The pally damage looks right. 4 from str, 3 from PA.
Apparently, I should not math right after waking up - for some reason I was rounding up for STR! *facepalm* Sorry...
Corba happily uses the wand on Marcus. Then she casts detect magic and starts looking through the mutant's belongings.
"What did it say? We should 'not check the cave'?"
Kuikka
|
"I don't usually listen to vampires." Kuikka says looking at the creature with distaste. She looks around for anything else that might cause problems before moving towards the cave, but not in just yet.
Perception: 1d20 - 1 ⇒ (6) - 1 = 5
Surprising no one, Kuikka doesn't notice anything.
Barcher
|
Barcher will move up, taking cover behind the rock formation in front of the mouth of the cave, and take a look and see what he sees,
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Kimlo Grimmerkin
|
Kimlo moves on with the others. "Well, hopefully it meant that as a thought rather to itself. Something like 'I hope they don't check the cave, because they will find all my loot.' But all that came out was, '...don't check the ... cave.'" "Or maybe he is just bad at grammer and forgot to say his comma. Maybe he meant, 'Don't, like with an understood 'hurt me' comma 'check the cave.' "Well, whatever he meant, let's go check the cave."
Kimlo, noticeably clean and with an unbloodly axe, heads for the cave.
He scan the entrance with his darkvision.
perception: 1d20 ⇒ 4
| GM TOP |
The hyena, unsuprisingly, does not have any items of value.
The mutant does. A potion, a chain shirt, a composit longbow (+2 str), 20 arrows, a spear and a climber's kit.
The wise and smart pathfinders know not to leave any cave stone unturned though, and look inside. After Markus is healed, of course.
Barcher and Dwalin notice immediately there are some small footprints from a tiny humanoid wearing shoes that are leaving the cave. Maybe from a very young child? The prints are not shown entering the cave though, that is odd.
Heading inside to investigate they find more interesting things!
Pictographs on the walls of this shallow cave show an indistinct winged creature navigating through a sea of swirling patterns and black dots. A clumsily constructed altar sits at the center of the cave. Dozens of small niches are carved into the wall, most filled with an odd assortment of items; teeth, scraps of clothing, a jar of white liquid, a wooden staff, several pieces of parchment, a cloth pouch, a leather satchel, and several identical wooden dolls.
We have a Perception Check, a Trained Knowledge Religion Check and a Trained Knowledge Planes Check in here for some more info.
The footprints originate from an empty niche carved into the wall.
Kuikka
|
"Altar? What kind of strange being is that?" Kuikka mutters to herself as she fishes out a bloodied cloth to clean off her axe.
Knowledge (religion): 1d20 + 5 ⇒ (13) + 5 = 18
glancing up at the ceiling, she looks for another way into the cave.
Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Barcher
|
Barcher will check out the empty niche more carefully, as well as cast detect magic on the area.
perception: 1d20 + 6 ⇒ (4) + 6 = 10
K(religion): 1d20 + 2 ⇒ (2) + 2 = 4
K(Planes): 1d20 + 2 ⇒ (8) + 2 = 10
Corba Nana
|
"Wait for me! I'm trying to find out what kind of potion this is!"
Spellcraft to identify the potion: 1d20 + 4 ⇒ (7) + 4 = 11
In the cave Corba tries to make sense of what she sees.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge: Religion t: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge: Planes t: 1d20 + 5 ⇒ (1) + 5 = 6
Wow, dice bot... just wow... :-/
Barcher
|
it was kind to me yesterday in another game... 3 nat 20's in one post. this must be my fault, karma is catching up lol.
Markus Stonewarden
|
Markus peers inside with the other dwarves...
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Knowledge, Religion: 1d20 + 4 ⇒ (4) + 4 = 8
Stonecunning: +2 to notice unusual Stonework
Kimlo Grimmerkin
|
Kimlo just waits patiently for the others to figure out the junk in here.
"Let me know if you want me to help in any way. I'll look at this here new spear. I think it will help me reach out and touch folks. I could take the bow too if no one else wants to use it."
| GM TOP |
The pathfinders are wisely cautious, making doubly sure nothing is going to jump out or fall on them in the cave. Eventually though, Barcher and Corba just move on in.
Nothing inherently makes sense to the two of them, but Barcher discovers a whole list of magical items* among the refuse.
*shown at the bottom of the post
Kuikka moves in after them and recognizes the alter here is dedicated to madness. An interesting idea, one that hurts her brain. Though she doesn't recognize if their is a specific god or goddess of madness worshipped.
Markus and Dwalin saunter in next and quickly focus on the traces of blood on the alter, noticing them even though it appears something tried to wipe it clean. It is quite similar to the blood from the creature outside, having a slight greenish tinge.
The teeth are a mixture of human and whatever the creature outside was. The white liquid is god-awful. Some sort of rancid nut milk (cashew maybe?).But the three wooden dolls (sized for a child to play with) are quite awesome. Of exceptional quality and all identical.
The wooden staff is masterwork and covered in arcane symbols Knowledge Religion to ID the symbols. The cloth pouch is a spell component pouch.
Two parchments radiate magical energy (scrolls, probably). And a nice leather satchel contains a magical oil and four bullets that radiate magic as well.
__________________________________________
Items that need identified
Potion from Mutant (Spellcraft or Perception, Corba failed)
Scroll #1 (Spellcraft or Read Magic)
Scroll #2 (Spellcraft or Read Magic)
Oil (Spellcraft or Perception)
Bullets #1, 2 & 3 (Spellcraft)
Bullet #4 (Spellcraft)
A couple other notes. The spear found outside does not have reach. The quarterstaff and spear are medium sized. The bullets can be used in a sling.
Markus Stonewarden
|
Someone tried to clean this mess up, but the blood appears to have come from that thing outside. I'm not sure really what's going on here, but I don't like it at all. Perhaps there is a doorway in that alcove we can look for as well? the dwarf examines things thoroughly, checking the alcove to see if there is a way beyond.
Knowledge, Religion: 1d20 + 4 ⇒ (4) + 4 = 8
Perception: 1d20 + 11 ⇒ (5) + 11 = 16+2 Stonecunning
Kuikka
|
"I'm not sure if the vampire was cause or effect, seeing that blood in here. The altar is to some god of madness. Mad certainly seemed to describe the creature." She takes a quick look at the staff before backing up Markus.
K: religion: 1d20 + 5 ⇒ (18) + 5 = 23
Barcher
|
K(religion): 1d20 + 2 ⇒ (5) + 2 = 7-To ID the symbols on the staff
Spellcraft: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14-Potion from Mutant (Spellcraft or Perception, Corba failed)
Spellcraft: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26-Scroll #1 (Spellcraft or Read Magic)
Spellcraft: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26-Scroll #2 (Spellcraft or Read Magic)
Spellcraft: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13-Oil (Spellcraft or Perception)
Spellcraft: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21-Bullets #1, 2 & 3 (Spellcraft)
Spellcraft: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19-Bullet #4 (Spellcraft)
Once sure the cave isnt an immediate trap, Barcher will begin identifying some of the magic items, but seems to be having some trouble with the staff and maybe one or two more of the items, "these marks are certainly something to take note of, but I'm not familiar with them I'm afraid" he says as he passes the staff onto whoever else would like to examine it.
| GM TOP |
Kuikka recognizes the sworls and runes as those of Nethys, deity of magic.
Markus does not find any passages out of the cave, other than the entrance.
Edit: ninja'd by Barcher on Id rolls. I’ll get the results of his checks up later.
| GM TOP |
Barcher discovers the first parchment is a scroll of speak with plants and the second is a scroll of mount. The first three bullets are +1 seeking bullets and the fourth is a tracer bullet.
No one has yet identified the potion or the oil. Markus suggests heading into Mercy.
Corba Nana
|
Corba doesn't give up. She tries tasting the potion.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17 Potion from Mutant (Spellcraft or Perception, Corba failed Spellcraft)
She also stubbornly tries everything to identify the oil.
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7 Oil (Spellcraft or Perception)
Perception: 1d20 + 5 ⇒ (11) + 5 = 16 Oil (Spellcraft or Perception, Corba failed Spellcraft)
Barcher
|
"a few seeking bullets and a tracer, nothing I can use." Barcher says,"as well as speak with plants and mount scrolls. Onward to Mercy."
Corba Nana
|
"Don’t worry, I'm not drinking it, Kuikka - just tasting and spitting the liquid out again. And that's after looking at it from all angles and smelling it. It's like a wine tasting!"
Corba smiles for a few seconds and then continues her examination.
| GM TOP |
Normally, I wouldn’t allow alternate check rolls for things. One picks their best skill for something and makes one check. BUT, I like the cut o’ your jib, Corba. And the RP from y’all. So…
The halfling takes the first potion, swirls it a bit. Looks to see if it sticks to the glass or leaves a residue. Holds it up to the sun for any precipitate settling. Then pops the cork and dabs a drop on her finger, rubbing it for viscosity and texture. Lastly she takes a deep sniff and quickly pronounces it to be a potion of Cure Light Wounds.
The oil takes a bit longer, but eventually, after getting a thought about what it might be, she dabs it into her ear and exclaims loudly, ”Oil of Silence!” the words echo oddly to her as the dabbed ear doesn’t seem to be working.
After about twenty seconds, the effect fades.
I’ll try to get Mercy loaded up this evening.
Kimlo Grimmerkin
|
Kimlo just looks on in blank silence as the other pathfinders work through the items. "Wow, you all take this indentification stuff seriously. I usually just drop the stuff on the desk and ask, 'how much for the lot?'."
Barcher
|
Kimlo just looks on in blank silence as the other pathfinders work through the items. "Wow, you all take this indentification stuff seriously. I usually just drop the stuff on the desk and ask, 'how much for the lot?'."
Barcher eyes the dwarf suspiciously,"Then how do you know you haven't been swindled? Do you actually trust those clowns the society has in acquisitions and inventory? " he asks before smiling.