Esmerelda Balcescu |
"It's almost a shame to destroy a door that is so strong. On the bright side, if there is a caster on the other side who used short term enhancement magic, the joke is on him."
Voodoo Amiri |
Depending on whether Narayan Singh intervenes, someone finds out something useful on whatever is on the other end of that DC 25 Perception check, or Amiri's fitness after so many failed attempts to push through
"Ok I'm done with this, gimme a little room."
Amiri takes out her bastard sword and starts hacking
hacking at the door: 1d20 + 7 ⇒ (13) + 7 = 20
DMG: 2d8 + 7 ⇒ (3, 4) + 7 = 14
hacking at the door(Power attack): 1d20 + 5 ⇒ (12) + 5 = 17
DMG: 2d8 + 13 ⇒ (8, 7) + 13 = 28
and of course none of those rolls had Bulls Str added in. I would like to take this opportunity to formally apologize to all of my party members for this fiasco...unless you are really amused...then you're welcome
Parrym |
Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Parrym had heard nothing at the door, nor could she help Amiri much, with her small Halfling stature.
She cheered the Barbarian on: "It is hard, but without you we could not pass!".
Narayan Singh |
She looks like she needed that. Destruction serves no-one, but can a door like this lay claim to a position of importance in anyone's heart?
These are the thoughts that occupy Narayan while Amiri dispenses with the door.
Out of town and on my tablet, could someone move me behind Amiri?
Voodoo Amiri |
Having gotten a few frustrations out, Amiri stutters back a bit panting.
"If they think that was violent, wait til they see you when you're mad!"
Amiri straps her small make-shift dummy on her shoulder nonchalantly, "And I'm taking Mr. Jingles with me!"
If everything seems calm, she peers through the doorway.
Parrym |
Moved your icon, Narayan - and so moved the Dancing Lights to the left. Hope it is okay, move things back if not where as wished
Parrym has mounted back upon Meneldor, and is looking around ahead, wary of any lying in wait.
Perception: 1d20 + 15 ⇒ (19) + 15 = 34
GM Fez |
Mounds of rubble line the walls of this partially collapsed chamber, but here and there patches of brickwork are visible on the floor and walls. One rounded alcove remains in the northern wall, though it lacks a sarcophagus.
Esmerelda: 1d20 + 4 ⇒ (4) + 4 = 8
Amiri: 1d20 + 8 ⇒ (9) + 8 = 17
Narayan: 1d20 + 2 ⇒ (18) + 2 = 20
Imhakaru: 1d20 + 8 ⇒ (6) + 8 = 14
Only Perym and Pendergast see the slight furtive movements of three dark and cloaked figures within, lunging out of the rubble with blades out.
Pendergast: 1d20 + 2 ⇒ (11) + 2 = 13
Parrym: 1d20 ⇒ 2
Amiri: 1d20 + 2 ⇒ (2) + 2 = 4
Narayan: 1d20 + 2 ⇒ (10) + 2 = 12
Imhakaru: 1d20 + 6 ⇒ (9) + 6 = 15
Dark Creepers: 1d20 + 3 ⇒ (13) + 3 = 16
The cloaked figures hide around corners and door jambs, hoping you'll step in.
Order 1st Round
(Surprise: Pendergast, Parrym)
Esmerelda
Dark Creepers (G: 0, B: 0, R: 0)
Imhakaru, Pendergast, Narayan, Amiri, Parrym
Parrym |
Parrym calls out: "What are those, Pendergast? Moving Shadows? Cloaked Assasins?"
Hoping for some info' to see what to do...
Inspector Pendergast |
Knowledge (any): 1d20 + 13 + 1d6 + 1 ⇒ (8) + 13 + (3) + 1 = 25 (+1 if it's Religion)
The Inspector calls out what he knows as he drinks an extract of Shield.
(statblock reflects +4 AC)
2nd - Resist Energy, See Invisibility, Spider Climb
GM Fez |
The light is off, but what Pendergast and Parrym can see of the creatures they are likely Dark Creepers, humanoids who live in the black places beneath the world. They smell foul and are constantly shrouded in filthy, moldering black cloth. They have an aversion to bright lights, but find courage in the dark, which makes their deaths even stranger. When a Creeper dies they combust in a brilliant white flare of light, which certainly blinds other Creepers, and has a chance of blinding those used to living on the surface.
In addition these Creepers seem to have an innate knowledge of poisons and coat their weapons with liberal applications of a strength draining paste known as black smear.
Parrym |
With her Wayfinder still being the center of a light spell, Parrym urges her faithful Hawk, Meneldor, to rise up with her, and hover in place, as high as the ceiling will allow. And Parrym will then start incanting a song, calling up Ketephys to send some creature from the Hunt, some creature to help faithful Parrym fend of this Dark Creepers.
Handle Animal DC25: 1d20 + 18 ⇒ (10) + 18 = 28
Parrym "pushes" the Hawk to fly up and Hover in place.
W. 80 ft. for a simple move, I think there is no need for a Fly check to move up by 1 or 2 squares - the Hawk can do 45 degree turns and ups for "free", so it can spiral up w/o coming into range of AoOs.
Here is the Hover roll:
Fly (Hover DC15): 1d20 + 12 ⇒ (4) + 12 = 16
Since Parrym starts to cast at the end of the move, and only a simple move (not double) no Concentration check.
Parrym casts Summon Monster I, losing a spell as Herald Caller w. Call Heralds (like spontaneous casting). Parrym loses "Ant Haul", and spends the full round casting
Parrym |
EDIT - sorry for double post, putting here and not in Discussion since it is linked to my actions: I made a mistake, since I am "Pushing" my mount, it is a move, not a free... so Parrym would only get an Action, so her Summon Spell is 1/2 done, has to finish it next round w. an Action. Sorry, my bad!
GM Fez |
S'alright, I prefer this to having to look for everything myself, I know how complicated some of these interactions can be.
Side note: apologies for delaying, didn't realize everyone had already done their surprisey things.
Order 1st Round
Esmerelda
Dark Creepers (G: 0, B: 0, R: 0)
Imhakaru, Pendergast, Narayan, Amiri, Parrym
GM Fez |
The Darklings hiss and blink tear-streaked eyes as the light enters the chamber, but are reluctant to put themselves in a situation where they cannot strike first. Then one seems to find its bravery and rushes Amiri, perhaps hoping to get a hit in before she really sees it.
Charge!: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Even with the force of the momentum behind the creature Amiri's large sword deflects the dagger in its hands without hesitation, driving the blade away from her body. Blue will have moved in front of the door while Green and Red remain where they are.
Order 1st Round
Esmerelda
Dark Creepers (G: 0, B: 0, R: 0)
Imhakaru, Pendergast, Narayan, Amiri, Parrym
Narayan Singh |
No battle can be won until it sstartss.
Without pausing to think about it further, Narayan falls into a broad, ferocious-looking stance and hurls himself into the room!
Activating Dragon Style then charging blue, provoking from Red & Green
Stunning Fist: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 DC 15 for or stunned on hit, if stunned, they are also shaken for 1d4 + 5 ⇒ (4) + 5 = 9 rounds.
Magic Bludgeoning: 1d8 + 11 ⇒ (7) + 11 = 18
Parrym |
Okay, I really messed up. Sorry. Did not click that it was a surprise round, though I saw it. Duh. So, I can only take 1 action. Thus I will scrap the casting part (action), and keep the flying up (move). So sorry.
Parrym, from Meneldor's back, jabs her longspear over Esmerelda's back, stabbing at the Dark Creeper, pushing against it so as to destabilize it and create an opening for the next attacker.
Aid Another vs. AC 10: 1d20 + 6 ⇒ (16) + 6 = 22 W. Bard song, but not counting Cover (-2 or -4 depending, since Parrym is flying) - but AC 10 will be "hit"
Aid Another gives +4 to attack (as "Helpful" Halfling) to next attack vs. Red
(Parrym has reach)
Voodoo Amiri |
"So this is the offal that made you look such a fool? They need to be taught a lesson! Let...Me...Out!"
" Too tight...now is not the time for recklessness."
Amiri takes a 5 foot step in the room and attacks "Green"
Bastard Sword: 1d20 + 7 ⇒ (3) + 7 = 10
DMG: 2d8 + 7 ⇒ (7, 3) + 7 = 17
"Besides, what does someone do with candles so dark?"
GM Fez |
Again, S'alright, no harm done really. I'll just need to be more specific in the future.
Narayan smashes the darkling as its bretheren try to take pieces of the Nagaji's hide once, then again as he continues to fly past. Readied action followed by AoOs
Fort: 1d20 + 3 ⇒ (16) + 3 = 19
Stab!: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Thrust!: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Still Stabbing!: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Still Thrusting!: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage: 2d3 + 2d6 ⇒ (2, 1) + (4, 2) = 9 Plus a DC 15 Fort save vs poison
Order 1st/2nd Round
Esmerelda
Dark Creepers (G: 0, B: -18, R: 0)
Imhakaru, Pendergast, Narayan, Amiri, Parrym
Voodoo Amiri |
OK dammit Parrym, missed the whole gist of your turn in your ooc...I will be more attentive...sorry. Sad part is, I probably would have still missed had I attacked "Red"...damn dice!
Esmerelda Balcescu |
Amiri, remember to add +2 hit/+3 dmg for your +4 strength, which should last this fight, and potentially one more if they are grouped together.
Esmerelda steps right and pulls out a wand of enlarge person, tapping Amiri with it while repeating the trigger phrase.
Narayan Singh |
Narayan's hardened scales and quick reactions turn aside many of stabs and other strikes as he rushes into the fray, but one thrust does find its mark...
Fort: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 potentially additional bonuses if the poison inflicts a paralysis or sleep effect
Voodoo Amiri |
Amiri: enlarged +2 str ,-2 Dex, -1 size penalty on Ac(for a total of -2 AC) & ATT//bullsstr +4 str : Huge Bastard Sword :+9 To hit (3d8+10) AC:16 REF:+2
Wand was Esmerelds'a move so we are waiting for the creepers to go, am I correct? I'm asking to make sure in case I missed something andeveryone isn't waiting on me.
GM Fez |
Yep, darklings are up.
Str damage: 1d2 ⇒ 1
Naryan feels the nasty paste covering the dagger seep into his veins and begin flowing around his body, robbing his muscles of their strength. I almost typed 1d20 str damage cause 1d2 isn't common. Make another DC 15 Fort save vs poison please.
The two darklings covering the door grow concerned as Amiri begins growing before their eyes. They each try to stab her and prevent her from laying about with her also growing sword.
Stab!: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Thrust!: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Confirmation: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 1d3 + 1d6 ⇒ (2) + (4) = 6 Plus a DC 15 Fort save vs poison
The incredibly wounded Dark Creeper, pressed against the wall as it is stabs at Narayan, trying to push him back as it coughs black blood on the floor.
Slash!: 1d20 + 6 ⇒ (1) + 6 = 7
Its wild swings do nothing more than bang the blade against the rocks surrounding it leaving small nicks and cracks in the dagger.
Order 2nd Round
Esmerelda
Dark Creepers (G: 0, B: -18, R: 0)
Imhakaru, Pendergast, Narayan, Amiri, Parrym
Parrym |
Once again Parrym knees push into Meneldor's flanks, to have the Giant Hawk hover high up against the ceiling, leaving space below them so that allies can step in if needed.
Fly DC15 Hover: 1d20 + 12 ⇒ (18) + 12 = 30 Move action to "push" Meneldor
And, once again, Parrym, from Meneldor's back, jabs her longspear at the Dark Creeper, to create an opening for the next attacker, calling out: "Go for the (red) enemy, it's guard is down!"
Aid Another vs. AC 10: 1d20 + 6 ⇒ (16) + 6 = 22 w. Bard song ; Aid Another gives +4 (as "Helpful" Halfling) to next attack vs. Red (Parrym has reach)
@Voodoo Amiri or other attacker: +4 to hit Red enemy
GM Fez |
Yeah, I think Thrawn has the right of it. And for Amiri's question see below and nope, the other blade's poison is already flowing through Narayan's veins. And somehow I missed that the second attack hit, could have sworn it was like a 14...
Damage: 1d3 + 1d6 ⇒ (3) + (5) = 8
Order 2nd Round
Esmerelda
Dark Creepers (G: 0, B: -18, R: 0)
Imhakaru, Pendergast, Narayan, Amiri, Parrym
Voodoo Amiri |
I apologize, I am just clarifying, this has been a bit chaotic for me, I have been hit twice for a total of 14 DMG and just 1 FORT save and I do not yet have the Enlarged stats yet...
Voodoo Amiri |
Amiri shakes off the poison trying to enter her body and sap her strength.
"Enough is enough! It's your special day...LET ME OUT!"
A rush of power washes over Amiri in her growing frame. Though it happens in a split micro-fraction of a second, everything slows to a crawl. A chorus of voices erupt around her, singing in celebration.
♪"Happy birthday to you..."♪
Yes, her 8th birthday, the time when a boy is trained to be a warrior and a woman is initiated into full domestication. To her clan's chagrin, the time she would choose the former.
♪"Happy birthday to you..."♪
But she doesn't sit before the cake...she stands upon it. An exquisite frosted replica of her present surroundings. Hand-crafted by the finest Halfling bakers in sweet flowing greys. Cartoonish-Candied caricatures
of her allies positioned around her in support...Ezzy Coo Coo, that sweet, lovable, and a bit loony sorceress, always speaking to "the spirits" and those no one else can see! Sing Sing the song-less and breathless dragon, trained in the finest martial arts, which more than made up for his lack of fire!Pari Ma the small wilderness medic with her faithful bird Meldy-always ready to fix your boo boos! Caroo Caroo the angelic court jester, who took Sing Sings song in his practical joker ways! and Mayor Penderbottoms whose snooty remarks always landed him in time out! The faces change over the seasons, but she knows and trusts them all the same!
♪"Happy birthday to Amiri..."♪
In retrospect she knows the present that awaits her...Mr. Jingles! The deftly-sewn patchwork doll her mother has wrapped in a burlap sack, tied with a deceiving pink bow. All at once she feels the joy of the one thing she allowed herself to treasure, that made her feel girly; somewhat watered down that it wasn't the weapon she would have hoped it was. Disappointment gives way to joy when she finds the bells inside were jingling against her first dagger-her mother's secret approval of the path she knows her daughter must take!
♪Happy birthday to you!"♪
But before she can claim her reward...there is a task!
"No opening your present til you blow the candles out!"
Three candles stand between Amiri and her prize!
FREE ACTION Amiri enters a rage
"Time to blow the candles out!"
She turns to the Creeper pinned by Parrym.
Huge Bastard sword:Enlarged?/Bull STR/Enraged/Power attack: 1d20 + 7 - 1 + 1 + 2 - 2 ⇒ (14) + 7 - 1 + 1 + 2 - 2 = 21
DMG: 3d8 + 1 + 2 + 2 + 6 ⇒ (5, 3, 5) + 1 + 2 + 2 + 6 = 24
I missed the +4 to hit from Parrym & base +7 to DMG so that's 31pts
Narayan Singh |
Fortitude: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Narayan ducks under the sweep of Amiri's sword, and methodically pummels the creeper's into submission.
Too far from your world,
Mighty Punch!: 1d20 + 13 ⇒ (7) + 13 = 20
Magic Bludgeoning: 1d8 + 11 ⇒ (3) + 11 = 14
The time has come to depart,
Dismissive Elbow: 1d20 + 13 ⇒ (11) + 13 = 24
Magic Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
Willingly, or not.
Blurring Fist: 1d20 + 8 ⇒ (4) + 8 = 12
Magic Bludgeoning: 1d8 + 8 ⇒ (1) + 8 = 9
Decisive Stomp: 1d20 + 13 ⇒ (13) + 13 = 26
Magic Bludgeoning: 1d8 + 8 ⇒ (8) + 8 = 16
Ki Point for an extra attack, starting with red, then continuing onto blue then green as necessary.
GM Fez |
When Amiri and Narayan are finished whirling around the room in a death frenzy very little remains of the Dark Creepers, each of which explodes in a burst of light to rival the brightness of the sun. Combat Over! Blinking dark spots out of your vision you realize that this room ends in a fairly natural cavern, unworked by humanoid hands at all. Imhakaru, you want to save your spell? Same for you Narayan with your ki point, the three would be dead by the end of the initial attacks.
Inspector Pendergast |
"Now the questions add up. Were these three responsible for the destruction above? I would think not, given how easily swords and fists defeated them. Were they in league with this monster, or perhaps whoever summoned it? Or are they merely opportunistic scavengers who've come to the surface to feed off the chaos?"
The Inspector starts poking around for clues.
Voodoo Amiri |
Just realized, it lists Amiri's stats when raging as Hp:52, yet when its over she loses the "8" hp she gains...so I guess her true stats with the +8 hp is 53 if she indeed is listed with 45 starting HP...interesting error on their part
Voodoo Amiri |
When the flash spots clear from her eyes, and she is no longer fatigued, Amiri looks around for anything telling. Just in case Hell freezes over and both Pendergast and Parrym miss something with their respective superhuman Perceptions!
PER: 1d20 + 8 ⇒ (11) + 8 = 19
Narayan Singh |
Works for me.
They sseemed more like sscavengers than massterminds.
Esmerelda Balcescu |
"I'm more inclined to say they were victims than any other role. It's obvious they were locking themselves in here away from anything out on the outside. Why they were here is a mystery. Perhaps scavengers as the nagaji says. But when things went bad, they were hiding, not attacking. Whatever we are tracking likely would have killed these creatures just like the men above...and I doubt any answers for us lie here. The creature must have come from outside the door, which means the other passage."