Aviendha-RK |
"May Abadar judge you fairly. May Sarenrae give you redemption. " Aviendha says as she slits his troat.
-Posted with Wayfinder
Boge Granitefist |
Boge snaps on the bracers, just in case his mage armor should run out at an inopportune time.
Boge closes the man's eyes and leads the way out of the asylum towards Elm Way Church. As the party approaches the building, he motions for Idemi to use his wand of mage armor on him again.
Floggentop Wizzbottle III |
sry for the inactivity.. Have had family at the house for a few days.
Wizzy pockets the fly potion before moving on to the church. again he stays in the middle of the pack.
DM Stylz |
No worries Wizzy, the holidays are coming and I expect posting to slow for the immediate future. At the worst, come the New Year posting should return to normal for everyone including myself. I will do my best to get the mod done by feb 1st, and you already did the longest location in the mod.
The interior of the church is cold and damp. Two man-sized statues stand to each side of the room, both draped with gray sheets. Dozens of sagging bookshelves stand along the walls, and a stone altar has been converted into a table.
Just let me know where you wanna start :)
Jaysin Deckert |
Jaysin will go into the room and take a cursory look around, peeking under the sheets to see what the statues are. Well, lets get to it, whatever it might be.
Voros |
Voros nods at Jaysin.
Boge Granitefist |
Boge lets himself in, forcefully if need be, and starts checking over the place by opening each door in turn.
Let's just take them in order I guess.
DM Stylz |
Oddly enough, the door is unlocked, and the group enters the abandoned church.
Boge and company decide the start to search the room. The first few rooms they come to are unlocked. One is a bedroom. There is a cot and a reading lamp furnishing the room. C 1a
The room across the hall is a storage room. There is extra food, water, ink, lamp oil and other goods stacked in the room. C 1b
To the north of the storage room is an abandoned room. The room, is leaking at an terrible rate. There is a pool of water in the western corner of the room about 4 inches deep. Upon closer inspection, the water is draining in a southwest crack in the wall, into the ally beyond. C 1c
The final room is locked C 1d
Voros |
"Let me handle this." says the tiefling to Boge.
Disable Device: 1d20 + 18 ⇒ (20) + 18 = 38
Voros |
Voros presents the open door to Boge with a grin.
Jaysin Deckert |
Yes, yes, its a door. If we're going, let's go. You first.
DM Stylz |
Wizzy sighs as he prepares himself for another underground treck..
Are you casting any spells, or was that a "fluff" comment?
------------------
Idemi, gives the eidolon a boost of magical armor, then looks around to let the others know they are ready when everyone else is. Berith, heads down the ladder, and enters a large, low-ceilinged chamber may once have been part of an extensive basement or subcellar, but the worked stone walls have long since crumbled to reveal uneven stone beyond. A sunken area in the center of the room contains a small pond of stagnant water that reaches around a single pillar of rock supporting the ceiling. A slick-looking circular tunnel extends south. To the southwest and northeast, several tables cluttered with what appears to be alchemical equipment stand around two more stone pillars.
Initiative:
Idemi 1d20 + 2 ⇒ (5) + 2 = 7
Aviendha 1d20 + 3 ⇒ (2) + 3 = 5
Boge 1d20 + 1 ⇒ (20) + 1 = 21
Jaysin 1d20 + 7 ⇒ (7) + 7 = 14
Wizzy 1d20 + 2 ⇒ (3) + 2 = 5
Voros 1d20 + 5 ⇒ (15) + 5 = 20
Hyve 1d20 + 8 ⇒ (6) + 8 = 14
-----------------------
Perception:
Idemi 1d20 ⇒ 2
Aviendha 1d20 + 2 ⇒ (15) + 2 = 17
Boge 1d20 + 14 ⇒ (18) + 14 = 32
Jaysin 1d20 + 3 ⇒ (14) + 3 = 17
Wizzy 1d20 + 11 ⇒ (20) + 11 = 31
Voros 1d20 + 9 ⇒ (1) + 9 = 10
Hyve 1d20 ⇒ 15
Init tracker: round 1
Boge: can act
Voros: cannot see enemy
Hyve:
Jaysin:
Idemi/Berith:
Aviendha/Hippo:
Wizzzy:
As Berith and Boge head into the cavern, Berith sees nothing out of the ordinary, while Boge sees a man hiding hiding in the shallow water behind the alchemy lab. His years of training kick in, and acts before everyone else.
Boge Granitefist |
Boge moves forward, surprisingly quick for a bulky oread, and lunges across the room next to the skulking figure. He enters into his fighting stance and tries to knock the man to the ground before he can do anything regretful. Swift action Mantis Style
unarmed strike with stunning fist: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
nonlethal damage: 1d10 + 5 + 1 ⇒ (1) + 5 + 1 = 7
DC 20 Fort save or stunned for 1 round.
DM Stylz |
fort: 1d20 + 3 ⇒ (12) + 3 = 15
Boge, rushes forward and kicks the man square in the thigh. Pain rushes up the man's leg and quickly spreads through his body. He is racked in agony and drops his weapon, it clangs on the stone floor.
Init tracker: round 1-2
Boge: move and stun fist
Hyve: 7 nonlethal & stunned
Jaysin: go round 1
Idemi/Berith: go round 1
Voros: go round 1
Aviendha/Hippo: go round 1
Wizzzy: go round 1
Aviendha-RK |
Aviendha moves over further to the right so that she can attack the man from across the water with her lance.
With a thrust and a jab she tries to wound the stunned man
attack: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
dmg: 1d8 + 5 ⇒ (7) + 5 = 12
Jaysin Deckert |
Move! Clear a path! And get out of the way! Jaysin runs south and fires an arrow at the man that Boge has assaulted!
Bow, with Flagbearer, less cover: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20 for Arrow: 1d8 + 7 ⇒ (2) + 7 = 9
Voros |
Hearing the sound of battle, Voros rushes forward silently and fires an arrow at the man.
+1 Longbow: 1d20 + 10 + 1 - 4 ⇒ (1) + 10 + 1 - 4 = 8 for Arrow: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12
I suppose there's cover from the alchemist lab...
Berith |
"I will make sure to destroy all the instruments, Master Idemi."
Berith moves up into a flank with Boge and attempts to trip the stunned man.
Trip with Guisarme (flagbearer, flank): 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26
DM Stylz |
Init tracker: round 2
Boge: go round 2
Hyve: 7 nonlethal & 9 lethal & prone
Jaysin:
Idemi/Berith:
Voros:
Aviendha/Hippo:
Wizzzy:
Jaysin fires an arrow at the man, at connects with the man's thigh. Ciries likewise sends an arrow but his shatters off the alchemy lab in the way. Idemi protects his eidolon with a spell, which calmy walks up; hooks the man's legs and easily bring him crashing to the ground. The heroic gnomes starts to sing a tale of bravery to rally his allies in the face of danger.
Aviendha-RK |
lance attack missed I guess?
-Posted with Wayfinder
Voros |
Voros moves further in the cave so to not have the cover of the alchemy lab, it would be a shame to damage such valuable items, and fires another arrow.
+1 Longbow: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34 for Arrow: 1d8 + 7 + 3 ⇒ (7) + 7 + 3 = 17
+1 Longbow, Confirmation: 1d20 + 11 + 3 ⇒ (2) + 11 + 3 = 16 for Arrow: 1d8 + 7 + 3 ⇒ (5) + 7 + 3 = 15 and Arrow: 1d8 + 7 + 3 ⇒ (7) + 7 + 3 = 17
Boge Granitefist |
Boge winds up and attacks!
flurry: 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21
nonlethal: 1d10 + 5 + 3 ⇒ (8) + 5 + 3 = 16
Stunning Fist: DC 20 Fort save or stunned for 1 round
flurry: 1d20 + 7 + 3 ⇒ (3) + 7 + 3 = 13
nonlethal: 1d10 + 5 + 3 ⇒ (3) + 5 + 3 = 11
flurry: 1d20 + 2 + 3 ⇒ (12) + 2 + 3 = 17
nonlethal: 1d10 + 5 + 3 ⇒ (9) + 5 + 3 = 17
Ki for extra:
flurry: 1d20 + 7 + 3 ⇒ (9) + 7 + 3 = 19
nonlethal: 1d10 + 5 + 3 ⇒ (7) + 5 + 3 = 15
DM Stylz |
Keeper Hyve, grains his composure as Boge sends a flurry of fists his way. The first fist connects square on the old man's jaw. It sends him reeling, but not out of the fight just yet. Hyve, by some miracle manages to dodge the elbow following the first punch. The foot stomp and elbow connect and cause the man to black out.
COMBAT OVER, presuming you kill the creepy evil guy
----------
You search Keeper Hyve. His possessions include, rapier, masterwork light crossbow, bolts (20), violet venom (4, see Pathfinder RPG Bestiary 274); +1 studded leather, ring of protection +2, belt of incredible dexterity +2, key, 475 gp[/ooc]
Aviendha-RK |
"Agreed. I wonder what the key is for though..."
-Posted with Wayfinder
Floggentop Wizzbottle III |
"Probably a strongbox of some sort.. Lets have a look around.." Wizzy begins searching the room for a possible lockbox.
Take 20 for a 33 Perc.
That is unless yall wish to press on immediately
Jaysin Deckert |
Seems this is the way. Jaysin points to the south. Might as well get going.
Voros |
Voros nods at Jaysin but is strongly interested in the alchemist lab and analyses it, searching for potions or things of interest.
Craft Alchemy: 1d20 + 20 ⇒ (13) + 20 = 33
Aviendha-RK |
Aviendha calls down her companion and moves after Boge down into the tunnel.
DM Stylz |
bad news, my computer died so map updates will be virtually nonexistent until further notice. But I will do my best to trek on, and any help will be appreciated.
Voros looks over the alchemy lab and sees that it is quite a setup. It would be a pain to lug up, but still nice.
The sluice to the south, is a steep climb, but is maneuverable if one wants to. (Climb check if you want to descend)
Voros |
So nothing to loot? :(
Sorry to hear that about your computer, I hope it isn't that bad...
Voros after analyzing the setup, follows the party reluctantly.
Aviendha-RK |
Aviendha tries her best to climb down the steep slope.
climb: 1d20 ⇒ 17
Jaysin Deckert |
Jaysin straps on his new belt making adjustments to my stat block to take that into account and then follows Aviendha down the slope.
Climb: 1d20 + 7 ⇒ (1) + 7 = 8 Oh boy. Look out, below!
DM Stylz |
Aviendha easily navigated the sluice. Jaysin stumbles a bit but is too able to traverse the steep slope. At the bottom of the slope, you come to a ledge that hangs 20 feet above a pool of putrid smelling water. climb check to descend down cliff
I checked and it is a DC 5 climb check so unless you have a negative mod you can all make it down. can someone remove all the "blocks" from the maps. I don't care if you see the naps since I don't have any tokens with them. Thanx :)
Partially composed of natural cavern, partially remnants of long-buried buildings and foundations, the ceiling of this dank, 40-foot-tall cavern is supported by several stone pillars. Water drips from numerous spots in the ceiling, pattering into a fungus-choked lake below. Here and there, islands and beaches rise from the sides of the dark lake, but these areas of doubtful land are clogged with hideous fungi of pale yellow, bone white, bruise purple, and other noxious hues.
Jaysin Deckert |
Does anyone know if these fungi are particularly dangerous? I'd rather not explore this cavern unless absolutely necessary in any case.