There was likely much to be valued in this room, but whatever action it saw before your arrival has destroyed it. The creature itself carried some things of note, alight repeating crossbow and some bolts that look poisoned. Sandor, your keen senses (and affinity for all things stone) detect a secret door to the north. In a matter of moments you locate the release. This leaves you a secret door to the North, a passage to the East and a door to the South. The "exploration" map is here.
Sandor's swing is a hit, but the blade cuts bone that is unhindered by nerves and the slice does little. Grym, it's a move action to stand, 5' step to get in range, leaving time for one swing. For the sake of expediency, let's call it the punch, which rocks the thing's head back for a second. It comes back sans a few teeth. Start Round *7*! Initiative Repost: Ferox
Map here.
The flourish of the rapier is fast and smooth - and well deserved. with extreme point control, he stabs through the top vertebra and destroys the second construct. All that remains is one. And that one bites at Sandor 1d20 + 5 ⇒ (6) + 5 = 11. The attack is so feeble that no one notices the dwarf even trying to defend against it. Sandor is up!
The creatures fight on, they get neither tired nor discouraged: The one to the North bites at Gaius,1d20 + 5 ⇒ (8) + 5 = 13 but the half-elf dodges easily. The uninjured one lashes at Sandor,1d20 + 5 ⇒ (6) + 5 = 11 and nearly cracks a tooth on his shield. Finally to the South is Odric's foe, 1d20 + 5 ⇒ (4) + 5 = 9. Desna laughs! Sandor returns the attack, but he's got the wrong tool for the job. Grym continues to twitch. He begins to come out of it though as Gaius steals a look at the ranger beneath him. Phil, Grym can take no actions until the baddies go, but after he can act normally Ferox, now is the time to sway the course of battle! Up to date battle map here.
It's not a good bluff, and 1d20 ⇒ 14 the creature doesn't fall for it. Still it's flanked by heroes. Since Gaius is standing over a paralyzed foe, it seeks to send you to a similar fate: 1d20 + 5 ⇒ (15) + 5 = 20 A nasty bite: 1d6 + 1 ⇒ (1) + 1 = 2 Gaius grunts and tries to keep moving, FORT 1d20 + 2 ⇒ (20) + 2 = 22 and the acolyte fights on! ...and the 2 to the south each take a bite at different targets: Sandor: 1d20 + 5 ⇒ (13) + 5 = 18
A lucky break for the heroes. Sandor
Gaius moves into position and releases the divine energy, but to no effect, these beasts are not powered by undead energy. The construct in the North bites at the ranger: 1d20 + 5 ⇒ (15) + 5 = 20 and sinks it's teeth in 1d6 + 1 ⇒ (6) + 1 = 7... 1d20 + 6 ⇒ (2) + 6 = 8 Grym! The damage courses through your body and you find yourself paralyzed! To the South Odric stands against 2 of them: 1d20 + 5 ⇒ (8) + 5 = 13
The stalwart fighter continues to hold his own. Sandor! They need you!
Gaius aims true, but the bolt ricochets off of the creature's armor. He responds in kind, seemingly unaffected by the darkenss. He drops the weird weapon and snaps up a light crossbow with some kind of gizmo attached. 1d20 + 5 ⇒ (4) + 5 = 9 The bolt goes wide. Unfortunately, he's somehow already managed to reload his crossbow... Meanwhile, the Northern necrophidius slithers and tries to bite Grym. 1d20 + 5 ⇒ (18) + 5 = 23 The agony of the teeth! 1d6 + 1 ⇒ (4) + 1 = 5 damage
The two to the South make their moves on Odric: 1d20 + 5 ⇒ (19) + 5 = 24 A hit! 1d6 + 1 ⇒ (5) + 1 = 6
Grym has his own inner battle to fight. 1d20 + 7 ⇒ (8) + 7 = 15 The heroes are 2 for 2. Sandor
Initiative repost: Ferox: 1d20 + 7 ⇒ (20) + 7 = 27
Morkeleb's second missile strikes again. The creature pays it no heed, though now he is missing bones from his constructed body. Gaius
Unfortunately neither weapon connects with the creature. Begin Round 3 Map at the beginning of the round here.
Gaius takes a quick shot and sticks the creature with a bolt. In response he tears it out of the muscle, a small arc of blood sprays the floor in the process. The creature takes one of the weird hook-stick-weapons from a baldric. Rather than hurl it, he extends a hand towards Gaius and in an instant the light in the room dims. All attacks in the semi-darkened area are subject to a 20% miss chance. ...Meanwhile in the western theatre... The Northernmost construct begins it's Dance of Death, swaying and undulating. The effect is captivating: Grym: 1d20 + 2 ⇒ (19) + 2 = 21
but both men resist it's allure (Resisting allure not being one of Odric's stronger muscles) The middle one and the "injured" one both bite Odric: 1d20 + 5 ⇒ (10) + 5 = 15
Close calls the both of them, but the danger is still grave. Hopefully Sandor and Grym can even the odds. Fancy schmancy map here.
So, we need a 4th. I'm not looking to go crazy with this game either. If you can post a few times a day that should be plenty. We still have Crimson Throne too. If you guys play your first mission and decide that PFS style play isn't for you, no biggie. Sweet! Looks like I'm going to earn my second star for DMing next weekend. Third star is a LONG way off though... Oh, Joe, do you perchance play Diablo III?
Morkeleb:
this creature is a Necrophidius. Thankfully they are too small and weak to be full power. Their bite can paralyze a man, and kill him in just a couple of bites. Much like the Vudrani snake charmers of the East only backwards, they can do a Dance of Death that dazes all who witness it (and are not strong enough of will to resist it.) Morkeleb, you know one other key piece of information, your magic missile blasts it backwards. It doesn't destroy it, but it's clearly damaged. Gaius!
Round 1 Ferox bursts past everyone, aided by the divine. As he blows past the skulls in the corridor, the trap goes off. Grym and Ferox are still in range of the effect. Each is in the path of orbs of acid: Touch attack v. Grym: 1d20 + 5 ⇒ (7) + 5 = 12 Nice dodge!
The acid trap sputters out, but the three refuse marked skulls turn and begin to snake out of the wall. The spinal columns are still attached, giving them the appearance of snakes...
Given the results of initiative, we can redo any of the actions since seeing the baddie. Initiative repost: Ferox: 1d20 + 7 ⇒ (20) + 7 = 27
Hello! Okay, no one is surprised, so there is no surprise round. Given the situation, let's begin with straight initiative and the positions listed in the last map update: Ferox: 1d20 + 7 ⇒ (20) + 7 = 27
Phil, it's still PbP. If your pace doesn't annoy S, then I think you can be in. Legally we need one more. Both of you guys should download the rule book for society play. it's on the Paizo sire here.
Sandor, you find nothing in the area that could be a secret door in that hallway. Gaius opens the door slowly, unfortunately, it squeaks just as it opens wide enough to catch a glimpse inside. Wooden tables here are stacked with vials, beakers, and other alchemical gear, although the southern one is heaped with broken vials and leans awkwardly on a hastily repaired leg. Three large cauldrons sit against the east wall, one of them upended. Its foul, rancid contents of rendered fats have spilled over the floor. A lone specimen of the albino creatures looks up from cleaning up the mess. He stares at you in shock. Uncertain of what he should do next... The map is here.
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