phaeton_nz
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Slaagh not know. Always been here
Acheron Rosenthal
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Acheron looks at Imp confused, "I though you want your kukri back? It's not going to magically fly back into your scabbard unless you're some magus."
my guess is that's a typo
"If you want it, then you'll have to take it. But you already knew that."
Papa Òxọ́lé
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"You have been wonderful hosts, but we really do need to get our things back before we go, so if you know how to turn that, please show us how before Acheron gets mad."
phaeton_nz
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It is a sacrifice. One does not take back a sacrifice. Once Godbox has it, it will not let it go.
A rather nervous Slaagh takes a five foot step towards the door.
I'm going to prep the map
Acheron Rosenthal
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"What a coincidence, I happened to heard something VERY similar about adventurers and loots. One does not take away the loots. Once adventurers see it, they will not let it go."
Anyone who wouldn't want to harm the lizard people can go up or down stairs and leave, I guess. I will assumed those who stayed will fight through the lizard-folk with Acheron and try to get back their gears.
phaeton_nz
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First Rule of Acquisition: Once you have their money, you never give it back
phaeton_nz
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I'm going to give you a surprise round. Slaagh wasn't expecting this
Initiatives:
Archeron: 1d20 + 4 ⇒ (12) + 4 = 16
Impedance: 1d20 + 1 ⇒ (10) + 1 = 11
Oloch: 1d20 + 3 ⇒ (1) + 3 = 4
Papa: 1d20 + 1 ⇒ (7) + 1 = 8
Saturn: 1d20 + 0 ⇒ (3) + 0 = 3
Tusk: 1d20 + 3 ⇒ (19) + 3 = 22
Slaagh: 1d20 - 1 ⇒ (10) - 1 = 9
Papa Òxọ́lé
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Òxọ́lé uses a point of divination focus to make his sword +1.
Impedance
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@Papa Òxọ́lé I have hidden strike (2d8) which may potentially stop Slaagh raising alarm. If you don't mind could you do 5' step letting me charge?
mike's other character
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I'll hold of on posting my turn to see if Imp is able to charge and take down Slaagh.
Papa Òxọ́lé
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Of course. Stepped.
Impedance
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Imp charges while taking out Acheron's kunai.
MWK kunai, charge, sicken: 1d20 + 6 + 1 + 2 - 2 ⇒ (8) + 6 + 1 + 2 - 2 = 15
Damage+hidden strike: 1d4 + 6 + 2d8 ⇒ (3) + 6 + (5, 8) = 22
I would like to know this 2d8 dice will apply until when?
phaeton_nz
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((Meets it beats it))
Between Acheron and Impedance, Slaagh is down.
Now what Pathfinders?
phaeton_nz
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A wooden club and three javelins are all you find.
Papa Òxọ́lé
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Òxọ́lé sheathes his blade. "I'm not sure that was necessary, but now that it's done, let's see if we can turn off that machine."
He searches the room they are in for switches, buttons, or anything else that might operate a giant magnet.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
mike's other character
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When Slaagh goes down Oloch casts stabilize on him. The troglodyte may have worshiped a rather suspect deity with a potentially blasphemous love of stealing armour, but that probably wasn't his fault.
phaeton_nz
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All Acheron needs to do is to open it, then lift it off it's hinges. But it's heavy, very heavy.
Slaagh is stable but it looks like he'll be out for quite a while.
Papa finds nothing.
Saturn. S. A. B. K. F. Maitreya
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"NOBODY EXPECT THE PATHFINDER INQUISITION!"
Saturn looks over from being infatuated with the bell.
"Uhhrr...don't they? Ours IS a world-renowned organization, and we do ask questions as a matter of course...."
He turns back to the bell, and attempts to play it in the way of his kind:
untrained Perform (Percussion): 1d20 + 1 ⇒ (16) + 1 = 17
Impedance
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Imp finds out Acheron would like to move and he will step up in front of her protecting her from any 'suprise'.
phaeton_nz
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Looking for troglodytes is basically following your nose to pick up fresh stench. You had got used to Slaagh by now but other fresh ones are likely to cause more nausea. Which way do you go?
phaeton_nz
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So, south you go. Do you want to take the first right, the second right, or go down right to the end? You know you'd be entering the territory of the Southern tribe if you go down there.
phaeton_nz
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You remember seeing this long corridor. You can see the curve of the Emerald Spire to your left, and further on to the left, opposite the door to the Godbox chamber, is a branch that has to go to the Southern Tribe area. Slaagh had pointed it out earlier.
phaeton_nz
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You enter the southern clan common room.
The smell of troglodytes is especially strong in this cluttered room. Various articles—scraps of cloth, strips of leather, and other debris—are neatly sorted and stacked along the chamber’s walls, which are decorated with crude paintings in bright green hues.
Two troglodytes are in here, currently hard at work mixing up a new batch of green paint to touch up the decorations in their lair.
The older one looks over at you in surprise. Where is Slaagh? he asks. Maybe I should take you to Godbox to make sacrifice
Make two Fort saves to avoid being sickened (DC 13)
Papa Òxọ́lé
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Fortitude Save: 1d20 + 4 ⇒ (9) + 4 = 13
Fortitude Save: 1d20 + 4 ⇒ (5) + 4 = 9
"We've already been. The sacrifice was - urk - a little excessive, so we were hoping to figure out how to get a refund."
He lets someone more directly involved explain what happened to Slaagh.
mike's other character
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Fortitude: 1d20 + 6 ⇒ (2) + 6 = 8
Fortitude: 1d20 + 6 ⇒ (9) + 6 = 15
Tusk Arane
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fort: 2d20 ⇒ (9, 15) = 24 +7 to each, 16 and 22, good.
phaeton_nz
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At least it doesn't stack
Archeron: 1d20 + 4 ⇒ (15) + 4 = 19
Impedance: 1d20 + 1 ⇒ (9) + 1 = 10
Oloch: 1d20 + 3 ⇒ (9) + 3 = 12
Papa: 1d20 + 1 ⇒ (17) + 1 = 18
Saturn: 1d20 + 0 ⇒ (15) + 0 = 15
Tusk: 1d20 + 3 ⇒ (20) + 3 = 23
Green: 1d20 - 1 ⇒ (6) - 1 = 5
Red: 1d20 - 1 ⇒ (14) - 1 = 13
No surprise round this time.
Acheron, Papa, Saturn and Tusk are up.
Tusk Arane
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Just realized I’m not on the map and I can’t add myself. Gets into melee, swings Greataxe hit: 1d20 + 5 ⇒ (8) + 5 = 13 dmg: 1d12 + 3 ⇒ (4) + 3 = 7