Didymus the Great |
Crap, ok time to switch to nonlethal. Hunt Prey on Red. Command: step+strike. Hunted Shot.
stinger+inspire+nonlethal vs FF: 1d20 + 9 + 1 - 2 ⇒ (12) + 9 + 1 - 2 = 20
stinger+precision+inspire: 1d6 + 3 + 1 + 1d4 + 1d8 ⇒ (5) + 3 + 1 + (2) + (4) = 15
hunted 1+inspire+nonlethal: 1d20 + 11 + 1 - 2 ⇒ (7) + 11 + 1 - 2 = 17
dmg: 1d6 + 1 ⇒ (4) + 1 = 5
hunted 2+inspire+nonlethal: 1d20 + 11 + 1 - 2 - 5 ⇒ (11) + 11 + 1 - 2 - 5 = 16
dmg: 1d6 + 1 ⇒ (1) + 1 = 2
precision: 1d8 ⇒ 3
Didymus the Great |
"Huzzah! That went well!"
I will start by binding the surviving xulgath with rope. Then I'll leave the interrogation to the more charismatic PCs, while I start patching people up.
medicine on Kvothe: 1d20 + 11 ⇒ (10) + 11 = 21
healing: 2d8 ⇒ (4, 8) = 12
medicine on Didy: 1d20 + 11 ⇒ (13) + 11 = 24
healing: 2d8 ⇒ (6, 4) = 10
I'm cool with being 6 HP down. @Kvothe, if you are cool with being 3 HP down, I'd say we leave it here so you can refocus back up to 2 Focus Points.
Kvothe Incruentus |
yea, being at -3 sounds good moving forward. Refocus now that combat is over
Letting the adrenaline go after combat, Kvothe funds somewhere quiet to retune his new lute and refocus while the others question the xulgath
Lady Alhambra |
First, I will use detect magic, to scan all of these guys for goodies, making sure to alleviate the captive of any before I begin.
Al sits down in front of the captive and gently brings him back around to consciousness.
"Well hello there. We need to have a chat. I like to chat. You like to chat don't you? Chatting is fun! Your friends over there weren't chatty." she says with a gesture at the dead xulgaths being looted by her allies with disappointed shake of her head. "Don't be like your friends."
intimidate: 1d20 + 10 ⇒ (18) + 10 = 28
"Now then, what are you and your kin up to at Erran Tower?"
BumBum the Clown |
BumBum will move a bit away from the Xulgaths and retch to try and clear the sickened condition. Fort: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
Then he would like to make a Recall Knowledge about Xulgaths (society+7)
Since they are lizardy he will try speaking Draconic to it.
"The mighty Lady Alhambra, Melter of Faces and Eater of Eggs, asked you a question. You better answer before she gets angry. She ask 'How many of you Xulgaths is in the tower and what you's doing in there?'"
Intimidate: 1d20 + 11 ⇒ (8) + 11 = 19
GM_MG |
The xulgath glares at you.
"Шлзжяр? Этз нохдд"
GM_MG |
The xulgaths have clubs, daggers, and javelins, but little of any real worth.
BumBum knows little of xulgaths, beyond that they live underground.
Lady Alhambra |
I'll try to recall knowledge as well (+7 society), and I will try the other languages I speak: sylvan, gnome, dwarven. If that doesn't work, I think that bring this guy back to the druid makes sense.
GM_MG |
Xulgaths live underground, and although they occasionally come to the surface for raids. They're well known for their stench, for which they are nearly universally reviled.
The Xulgath shows no sign of understanding any of those languages. He continues to glower and mutter quietly to himself in his own language.
Didymus the Great |
"Well, crap. Sorry guys, turns out this was a bit of a waste. But at least we don't have to worry about this patrol returning to the tower while we are inside and catching us offguard."
"Sorry, buddy, but I guess you are coming with us." Didy says as he gags the xulgath and drags him along as the group heads back to the tower.
I will be Searching for exploration mode on the way back
GM_MG |
You return to the tower of Erran. It looks much as it did before.
BumBum the Clown |
"I's gonna sneak up there and do a safety check on that ramp before we's use it. Cover me."
BumBum removes the pickles from his nose, licks the ends that were not in his nose, nods sagely, reverses the pickles, and reinserts them in his nose. Then he gives the party a thumbs up and sneaks off.
GM_MG, may I assume you will make secret checks for Stealth and Perception?
GM_MG |
BumBum begins stealthily working his way up the switchback ramp. It is fairly long, and doing so is tiring work. As he nears the ledge, he doesn't hear or spot anything above, although he can't see the entire ledge until he goes further up.
Didymus the Great |
With a nod, Didy and his companion stealth rejoin the goblin.
Didy stealth: 1d20 + 10 ⇒ (12) + 10 = 22
PInchy stealth: 1d20 + 9 ⇒ (18) + 9 = 27
GM_MG |
The switchback finally ends on a platform carved partially into the tower itself. A set of rough, unusually steep stairs leads deeper into the complex. Some smoke wafts gently from the staircase, but the smell of roasting meat is overpowered by the rank stench of xulgaths.
Outside, a pair of statues of grotesque winged humanoids flank the entrance, their construction not quite matching that of the tower.
Didymus the Great |
Didy creeps ahead with BumBum, bow in hand, and suspiciously eyes the statues.
Do I smell anything off about them?
Didymus the Great |
"I don't think those thingth are alive, though I can't be thure with these pickleth up my nothes. Maybe it's a trap?"
perception to aid BumBum: 1d20 + 11 ⇒ (14) + 11 = 25
Lady Alhambra |
I will be detecting magic for my exploration as usual. Do I notice any auras from the gargoyles or anywhere else nearby?
Kvothe Incruentus |
Seeing the signal from BumBum, Kvothe moves up with the rest of the party, keeping an eye on their surroundings as they approach.
search for my exploration phase, watching behind us mostly since the others are focused on the statues
GM_MG |
At this level, detect magic only detects the presence or absence of magical auras in the area around you. Excluding the ones you are aware of, you don't detect the presence of any other magic currently.
As you guys move forward, the statues suddenly spring to life, the stone rippling as the creatures spring to action.
1d20 ⇒ 15
1d20 ⇒ 10
1d20 ⇒ 6
1d20 ⇒ 8
1d20 ⇒ 19
1d20 ⇒ 7
GM_MG |
Blue Five feet up
BumBum
Didy
Al
Green
Kvothe
Blue flaps its stone wings which seem to function well enough to provide it with flight, despite the creature's obvious weight.
It glides toward BumBum, and attacks with its claws.
Attack, Claw: 1d20 + 13 ⇒ (7) + 13 = 20
Attack, Claw: 1d20 + 8 ⇒ (9) + 8 = 17
Both claws whizz past BumBum.
Everybody but Kvothe is up!
Didymus the Great |
"Ack! The statues are alive! Get 'em, Pinchy! Get 'em!"
Hunt Prey on green. Command: stride+strike. Hunted Shot.
stinger vs FF: 1d20 + 9 ⇒ (3) + 9 = 12
piercing+precision+poison: 1d6 + 3 + 1d8 + 1d4 ⇒ (1) + 3 + (5) + (3) = 12
hunted shot vs Cover: 1d20 + 11 ⇒ (14) + 11 = 25
piercing: 1d6 ⇒ 4
hunted shot 2 vs Cover: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 17
piercing: 1d6 ⇒ 3
precision: 1d8 ⇒ 4
Lady Alhambra |
I will try to recall knowledge about them (arcana +8/nature +7 (+9 if it counts as an animal)/society +8), then I'll hit both of them with Electric Arc.
DC 20 vs Electricity: 2d4 + 4 ⇒ (4, 2) + 4 = 10
GM_MG |
Blue (-5, Five feet up)
BumBum (-10)
Didy
Al
Green (-7)
Kvothe
Al is pretty sure these are Gargoyles—chaotic evil medium earth beasts. Despite their essentially living form, the creatures are made of elemental stone, and are extremely good at appearing to be nothing else than a statue. [ooc]They have a Deception result of 32 when doing so, which is very, very difficult to beat at this level. They're famous for their hardiness (Resist Physical 5, except for Adamantine weapons.)
BumBum's strikes fail to do much against the creature's rocky exterior. Didy does manage a shot, although the damage is minor.
As BumBum moves away from Blue, it will strike out with a clawed foot. Reaction.
Attack, Claw: 1d20 + 13 ⇒ (10) + 13 = 23
Slashing: 2d6 + 3 ⇒ (6, 1) + 3 = 10
Reflex: 1d20 ⇒ 14
Reflex: 1d20 ⇒ 13
The creatures both take damage from Al's spell.
Kvothe is up!
Kvothe Incruentus |
Strumming his new lute and beginning a new song, Kvothe calls on his last arcane power and unleashes a burst of sound on the gargoyles
WE CAME IN LIKE A WRECKING BALL!
fort save DC 19: 2d10 ⇒ (8, 1) = 9
inspire and cast sound burst. DC19
GM_MG |
Blue (-14, Five feet up)
BumBum (-10)
Didy
Scorpion (Dying 2)
Al
Kvothe (-14)
Green (-7, five feet up)
Fort: 1d20 ⇒ 5
Fort: 1d20 ⇒ 20Green seems unaffected by the burst, but blue does seem to be hurt by it.
Oops, forgot to actually have Green go after Al.
Bite vs. Scorpion: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 2d8 + 3 ⇒ (6, 8) + 3 = 17 Oof
The bite crunches into the scorpions carapace, leaving it dying. The gargoyle flies toward BumBum but fails to connect.
Everybody is up!
Attack, claw: 1d20 + 9 ⇒ (10) + 9 = 19
Blue glides forward, and tries to bite at Kvothe.
Bite: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d8 + 3 ⇒ (2, 1) + 3 = 6
Claw: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8
BumBum the Clown |
BumBum will attempt to Demoralize Green with Intimidating Glare.
Intimidate: 1d20 + 11 ⇒ (4) + 11 = 15 Not gonna do it I bet
Then he will Strike twice on Green.
Tail: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 B: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Tail: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 B: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Lady Alhambra |
Al furrows her brow, showing a rare glimpse of anger as the gargoyle viciously mauls the cute puppy's pet. She lets the creature see her anger as she calls down a bolt of lightning from the heavens.
Intimidating Glare and then Sudden Bolt on Blue. Also I'm remembering to declare that the concealment effect goes off on me for the next round. It looks like I may need it.
intimidate: 1d20 + 10 ⇒ (11) + 10 = 21
DC 20 vs Electricity: 4d12 ⇒ (6, 4, 11, 6) = 27
Didymus the Great |
Oof indeed! Man, my companions are crit magnets! Also really wishing we were able to buy a Striking rune; that DR is brutal! Thankfully spells seem to be working well, and Pinchy's poison should work around that if I can keep him up.
Stride, Battle Medicine, and then hunted shot on Green.
medicine: 1d20 + 11 ⇒ (17) + 11 = 28 crit!
healing: 4d8 ⇒ (5, 5, 1, 8) = 19
hunted shot 1 +inspire: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
dmg: 1d6 + 1 ⇒ (4) + 1 = 5
hunted shot 2 +inspire: 1d20 + 11 + 1 - 5 ⇒ (7) + 11 + 1 - 5 = 14
dmg: 1d6 + 1 ⇒ (3) + 1 = 4
precision: 1d8 ⇒ 5
GM_MG |
BumBum (-10)
Didy
Scorpion (-15, wounded 1)
Al
Kvothe (-14)
Green (-11, five feet up)
BumBum smacks green once, damaging it slightly.
1d20 ⇒ 7
The bolt of energy scorches the gargoyle, blasting it into the side of the tower, and it collapses into a pile of rubble.
Both of Didy's arrows miss.
Kvothe is up!
Kvothe Incruentus |
Feeling relief with the nearest Gargoyle falling, Kvothe keeps the beat going on his lute
Its just one of those days
Where you don't want to wake up
Everything is f!+$ed
Everybody sucks
You don't really know why
But you want to justify
Rippin' someone's head off
He then summons his arcane powers and hurls 2 arcane bolts at the lone Gargoyle left
inspire and then magic missile x2
magic missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8
GM_MG |
BumBum (-10)
Didy
Scorpion (-15, wounded 1)
Al
Kvothe (-14)
Green (-19, five feet up)
The remaining gargoyle, seeing his companion dashed on the ledge, flees to the north at speed. Triple move, putting him 110' feet north of the platform.
Out of combat!
The stairs into the tower are alarmingly steep and terribly uneven, and the stench of Xulgath from within is overwhelming. It'll take an Acrobatics check, DC 14, to make it down the stairs without mishap.
Didymus the Great |
Didy spends the next 30 min tending to everyone's wounds in order of severity.
treat wounds on Pinchy: 1d20 + 11 ⇒ (19) + 11 = 30
healing: 4d8 ⇒ (4, 8, 8, 3) = 23
treat wounds on Kvothe: 1d20 + 11 ⇒ (16) + 11 = 27
healing: 4d8 ⇒ (3, 3, 4, 5) = 15
treat wounds on BumBum: 1d20 + 11 ⇒ (7) + 11 = 18
healing: 2d8 ⇒ (7, 5) = 12
Woot! thanks to some great rolls, everyone should be full now.
Didymus the Great |
"All patched up. Down we go!"
Didy acrobatics: 1d20 + 10 ⇒ (2) + 10 = 12
Pinchy acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12
/facepalm.
Welp I can always heal us again now that I have Continual Recovery at least.
GM_MG |
Just waiting on acrobatics checks from anyone else looking to go down the stairs.
GM_MG |
Everyone but Didy has some trouble with the stairs, losing their balance and tumbling down them.
Bludgeoning damage: 1d4 ⇒ 1
Kvothe, Didy, and Al fall prone on the floor of this stone chamber. A fire burns in the corner, surrounded by two roughly butchered cows. To the south, a passageway out is partially blocked by three stacks of heavy stones, although it would be possible to squeeze between them.
Another passage leads north.
There are four xulgaths here,each carrying a club. A deinonychus stands nearby.
1d20 ⇒ 2
1d20 ⇒ 15
1d20 ⇒ 12
1d20 ⇒ 4
1d20 ⇒ 15
1d20 ⇒ 7
1d20 ⇒ 8
1d20 ⇒ 9
1d20 ⇒ 19
GM_MG |
Deinonychus
Didy (-11)
Blue
Kvothe (-1)
Yellow
Red
Green
BumBum
Al (-1)
The deinonychus leaps toward the group, attacking Didy.
Jaws, darting strike: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Talon: 1d20 + 5 ⇒ (14) + 5 = 19
Talon: 1d20 + 1 ⇒ (17) + 1 = 18
However, only one of the attacks hits.
Didy is up!
Didymus the Great |
Umm, hi there! Hey! Hey! No! Bad, dinosaur!
He swats away the fangs and teeth with practiced skill as he rises to his feet and looks around for his bow. With a gesture he sicks Pinchy on his attacker.
stand and pick up/draw my bow. command: stand and stride.
GM_MG |
Deinonychus
Didy (-18)
Blue
Kvothe (-1)
Yellow
Red
Green
BumBum
Al (-1)
Blue moves forward, swinging his club at Didy.
Attack, CLub: 1d20 + 9 ⇒ (14) + 9 = 23
Attack, Club: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Kvothe is up!
Kvothe Incruentus |
Picking himself up from the slippery floor, Kvothe looks around and assesses the situation. Seeing them outnumbered and outflanked, he wonders how they will get out of this one.
Its just one of those days
Where you don't want to wake up
Everything is f*#~ed
Everybody sucks
You don't really know why
But you want to justify
Rippin' someone's head off
stand, inspire and intimidate Blue
intimidate: 1d20 + 9 ⇒ (13) + 9 = 22
GM_MG |
Active Effects - Inspire Courage
Deinonychus
Didy (-18)
Blue (Frightened 1)
Kvothe (-1)
Yellow
Red
Green
BumBum
Al (-17)
The three remaining xulgaths close in.
Red, vs. Kvothe, club: 1d20 + 9 ⇒ (2) + 9 = 11
Red, vs. Kvothe, club: 1d20 + 4 ⇒ (6) + 4 = 10
Yellow, vs. Didy: 1d20 + 9 ⇒ (8) + 9 = 17
Yellow, vs. Didy: 1d20 + 4 ⇒ (3) + 4 = 7
Green, vs. Al: 1d20 + 9 ⇒ (13) + 9 = 22
Green, vs. Al: 1d20 + 4 ⇒ (18) + 4 = 22
Bludgeoning Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Bludgeoning Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Al and BumBum are up!
BumBum the Clown |
BumBum will start with a Demoralize on Green.
intimidate: 1d20 + 11 ⇒ (1) + 11 = 12 crap
Seeing as how that didn't work BumBum will take 2 shots on Blue who is frightened from the stairs.
sbow vs fright1&FF: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 P: 2d6 + 1 ⇒ (4, 4) + 1 = 9 deadly?: 1d10 ⇒ 8
sbow vs fright1&FF: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 P: 2d6 + 1 ⇒ (6, 2) + 1 = 9 deadly?: 1d10 ⇒ 10