Even in her more relaxed state Natalyah is not easy to deal with. Once back at the camp she oversees the construction and lighting of the signal light with near religious zeal, followed by a all night vigil looking out to the sea. Her impatience and desire to get off the island delayed the rescue somewhat, as she scolded the captain for not accepting the group at once.
Now she sits at the stern looking at the island that caused her, and her companions, so much grief. She had been tense for such a long time that relaxing almost felt uncomfortable. She throws one last glance, and a elven curse, at the Smuggler’s Shiv and retreats below deck for the first real rest she’s had in a long time.
And that’s where I’ll leave it. It’s been about 10 months since I discovered that the Pathfinder game system is not for me. So, a few months after that I decided to remove myself from the Pathfinder games I was involved with once the character hit an satisfying conclution for the character and for the game. And for Natalyah that opportunity is now. All she’s wanted through out the game was to escape the island, and now that desire has been fulfilled.
So with that I would like to thank you for the game and I hope it will carry on. Good luck in the following chapters of the Serpent’s Skull :)
"There's nothing left here. We should go back", Natalyah says and once everyone is ready she places her hand back on the statue and floats towards the exit.
Natalyah looks at the statue. She didn't want to use it but Helga had a point that it would be the safest way out. She hadn't thought it through when she followe Atzi , just reacted which now started to make her feel abit uneasy.
Have I completely understood things if I think that Atzi is attacking the statue that turned us and the snake lady into gas in the temple room?
With much of her built up tension melting away with the death of Yarzoth, Natalyah can't help but laugh when Atzi swirls around her in her mist form. She rises to her feet and performs the same ritual to return to the chamber below. Once there she helps with searching the room.
Taking 10 on a perception roll for a total of 10 + 13 = 23
"We've done what we came here to do. We should move back to camp."
Natalyah looks at the still corpse of the snake woman and allows herself to relax for the first time in a very long while. She lets out a deep breath and sits down. "What was she doing here?" she asks and scans the room exits.
Round 8?, initiative 14 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 14/28 effects:
Natalyah snarls as she charges the fiendish snake woman, determined to end her right there and then.
Move action to move adjacent to Ieana, picking up my potion of Cure Light Wounds as well Standard action to attack: 1d20 + 8 ⇒ (17) + 8 = 25, damage 1d6 + 4 ⇒ (5) + 4 = 9
Natalyah is about to pick up her two weapons as Atzi rushes past and performs the same trick as the snake woman. "Kërmôn lasi*!", she snarls as the druid pursues Ieana. She looks at the surprised Quetza. "I will get her back", she tells the lizard, draws blood from her own hand and places it on the statue. Any damage?
Round 6, initiative 14 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 14/28 effects:
Natalyah takes a few steps back as she comes out of the haze. She grabs the potion at her belt and downs it quickly.
Move action to take a 5ft step out of the reach of Ieana, picking up my potion of Cure Light Wounds as well Standard action to drink the potion: 1d8 + 1 ⇒ (5) + 1 = 6
Round 5, initiative 14 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 16/28 effects:
"Snap out of it!" Natalyah shouts at Setebo. "She is not your friend!" Then she moves in close and slashes against the snake fiend, concentrating on striking, rather than striking hard.
If I can revise my action I would like to take two move actions instead First one to take a 5ft step to the south Second one to move 1 square SW, 2 squares W, 1 square NW and finally 1 square W
Round 3, initiative 14 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 17/28 effects:
Annoyed that her weapons are not suited for battling skeletons Natalyah tries to position herself next to her companions and puts all her weight behind a slash with her sword.
5ft step to get adjacent to just one skeleton, prefably one that’s been injured. Main hand (mwk shortsword): 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10 (-2 TWF, -1 power attack) Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5 (+2 strength, +2 power attack)
Round 1, initiative 14 ac 17, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 19/28 effects:
Natalyah looks on in disbelief as Setebo runs up to the snake woman and prepares to defend her. ”What are you doing? Stab her!” she yells at the barbarian then moves up to the closest skeleton to help Helga.
5ft step to the left Full round action to two weapon fight: Main hand (mwk shortsword): 1d20 + 8 - 2 - 1 ⇒ (7) + 8 - 2 - 1 = 12 (-2 TWF, -1 power attack) Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5 (+2 strength, +2 power attack) Off hand (+1 dagger): 1d20 + 8 - 2 - 1 ⇒ (13) + 8 - 2 - 1 = 18 (-2 TWF, -1 power attack) Damage: 1d4 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7 (+1 str, +1 dagger, +1 power attack)
That's a good question. Will her reflexes take control before she can think or will she manage to stop herself and stay with the group: 1d20 + 7 ⇒ (11) + 7 = 18. 1-15 => Stay with the group, 16+ => roll out of the room
Acting only on reflexes Natalayh rolls under the sheet of bronze and out of the room. As the ranger gains her feet she also regains her control and spins around to face the door.
She throws her shoulder on bronze barrier, trying uselessly to knock it down (I'm guessing that the frame is sturdier than a 105 lbs half elf). "Atzi! Helga!", she shouts and bangs on the door. "Can you hear me?"
Unless there is a big bad monster on the other side with me, that is
That was to find the pit..you needed a seperate one to listen once you had jumped it.
Since I was going to take 10 on all of the perception rolls (I don't trust the dice roller, or my own rolls IRL:) I figured that the same roll could do both, since the result on the second would be 23 as well.
Keeping the gruesome pool in the corner of her eye, Natalyah continues following the wall to the closed double door. She studies the door for traps and then tries to listen for sounds on the other side.
Take ten on perception check for a total of 10 + 13 = 23
The ranger slowly and carefully moves down the corridor towards the double door, checking the walls, ceiling and floor irregularities that might hold a trigger to a pittrap or other lethal contraption. Once she reaches the door she lays her ear to it (after checking it for traps) and tries to listen if she can hear anything from beyond.
Take 10 on perception for a total of 10 + 13 = 23 Take 10 on stealth for a total of 10 + 9 = 19
Natalyah looks around the room then waves the rest of the group to follow. She begins to circle the pool staying close to the wall, stopping about a quarter around. "What is that?", she asks looking at the pool of blood.
Natalyah couldn't hear anything on the other side?
Natalyah shoots Setebo a disapproving look as he almost crashes into the unopened door. Then she looks back at the rest of the group to ask if they can all make the jump, before turning back and opening the door.
Natalyah looks at the door sceptically before leaping over the trapdoor. Once on the other side she lays her ear against the door to try and listen if there is anything happening on the other side.
All should be able to jump across by taking 10, right?
Natalyah sneaks up the T junction to scout ahead. Every clank of hammer on nail as Setebo and Caithan set up the climbing rig pierces her mind with the notion of unseen enemies growing alert and drawing near. She gives the pair a few sour glances as she stands sentry at the end of the corridor. ”What are you doing?”, she hisses to Atzi as the druid tries to walk past. ”Just because that corridor was trapped doesn’t mean this one isn’t!”
The ranger slowly and carefully moves down the corridor towards the double door, checking the walls, ceiling and floor irregularities that might hold a trigger to a pittrap or other lethal contraption. Once she reaches the door she lays her ear to it (after checking it for traps) and tries to listen if she can hear anything from beyond.
Take 10 on perception for a total of 10 + 13 = 23 Take 10 on stealth for a total of 10 + 9 = 19
”Kirvat, let kersimat lapsi!”, Natalyah snarls under her breath as Setebo jumps across the pit. Seeing the impossible in the situation, that everyone might not make the jump unaided she surrenders. ”If you’re going to bring down the whole cave upon us, then at least let me get to the other side.”
The half-elf ranger takes a few steps back to get a running start then leaps over the pit with a competent grace.
"Because I can't tell how much noise it will make when it triggers, or what it will attract", Natalyah says impatiently. "If you got a way to cross it with ropes you're welcomed to try."
Natalyah holds her hand up to halt the others. She kneels next to the trapdoor and runs her fingers round the edge. "Trap", she whispers and grabs a nearby stone and slides it to the other way of the trapdoor. "It ends there", she says and points at the stone. "We're going to have to jump it, unless one of you can disable the mechanism."
Is there a way to discern the mechanism of the pit trap without using Disable device?
Natalyah strides carefully through the corridor up to the T junction, being wary of traps or pitfalls along the way (Take 10 on perception for a total of 10 + 13 = 23, and take 10 on stealth for a total of 10 + 9 = 19).
Natalyah sneaks across the bridge and examines the door for triggers or traps (Take 10 on perception for a total of 10 + 13 = 23). When she's confident that the door is safe she places her ear on the door listening for movements on the other side. If she hears nothing the ranger will carefully open the door and peek inside.
"We where supposed to see if the stairs connected. If they didn't we where supposed to meet up and take one of the stairs as a group", Natalyah insists stubbornly. "But if you think you can manage this all by yourself then run off. We will be comming behind to collect your body when you fall down a hole or get run through by a stake!"
Is there something on the other side of the bridge?
Natalyah's eyes darken and her jaw clench as she sees her companions trying to open the door and venture further. She is barely able to restrain herself with the reminder that too much noise might very well attract unwanted attention. "Pahuk*! What do you think you're doing?!", she hisses through clenched teeth and moves through the room with purposeful steps. "Did you not hear me when I said that we should meet up at the bottom of the stairs if it turned out that the two paths lead to different rooms?!"
Natalyah stands at the bottom of the stairs waiting impatiently. "What is taking them so long?" she mutters to herself. "We need to go after them. Keep your eyes open and stay silent", she tells Setebo (she means that he should sneak up the stairs, but she's not real good at communication so it comes out wrong). Then the ranger starts to ascend the western staircase, sneaking up the stairs and keeping an eye out for signs of the other groups passing.
Natalyah looks around for any sign of Caithan, Atzi or another staircase. "The passages didn't connect. We need to go back and rejoin with the others", she says and starts down the stairs back to the room where they last saw Caithan and Atzi.
"No, you won't. You will stay behind Caithan as he acends. Me and Setebo will take this stair. Call out if you find something on the way up. If the stairs don't connect up there we will all decend and here then move up one stair as a group. Is that understood?"
Natalyah looks at Setebo. "Keep your eyes and ears open", she says and starts to acend the rightmost staircase with a blade in either hand.
Natalyah looks up at the ledge. "Take a look what's up there, but don't wander off. I will check the doors", Natalyah tells Setebo and moves up to examine the door (eyes only at first, no touching from about 5 ft away).
Round 2, initiative 13 ac 21, touch 14, fleet-footed 13 fort +4, ref +7, will +3 cmd 19 hp 19/28 effects: total defence
Natalyah draws her weapons and enters a defensive stance. As she waits for the skeleton to come closer she scans the chamber for anyone controlling the undead or somebody hoping that the skeletons jump will draw her out from cover..
Natalyah leans down to check her leg and is relieved to find that it's not bleeding. She dares a peek from her cover at the undead abominations. "Do you see a way up there?" she calls out to her companions.
How wide is the bridge? Is it possible to hide from the skeletons underneath it? How high up is it? Do I see any way up there? Is it possibe to get to the doors without moving into the line of view of the skeletons?
Natalyah cries out in pain as the javelin flies past her and draws blood from her leg. Fortunately she is quick enough to evade the two other spears and they clatter harmlessly to the ground. "Vollisia! Varo!", she calls out and dives towards the nearest cover (assuming there is a place where I can hide from the javelin throwers)
Natalyah gestures to the alcoves beckoning someone to scout them out, then she moves towards the bronze doors, keeping one eye on the stone bridge above. As (if?) she reaches the doors she touches the door with her short sword to examine what's dripping from the doors.
Setebo looks from the group to the wreck and back again before following them to the inappropriately illustrated door.
"We are not here to indulge your crave for adventure!" Natalyah snaps at Setebo. "You will focus at the task at hand or you can stay out here and wait, is that understood?" The ranger doesn't wait for a reply but turns her back to the barbarian and moves into the cave. "I need a light"
Natalyah recoils slightly and frowns in disgust as she uncovers the carvings. ”Are they a warning or are they praise?”, she asks her disgust now spread to her voice as well.