[LPF] The Inheritance

Tyrion glares at the fresh nick in his weapon, drops it, and decides that his weapon is too nice to keep using it.

Moving carefully around the grease, Tyrion draws his hammer as well, stands besides Tasanto, and with a large swing Tyrion brings his hammer down.

[sblock=Actions]
Free: Drop Falchion
Move to M7, Drawing Hammer
Standard: TYRION SMASH 1d20+10=23, 1d12+15=21
[/sblock]


[sblock=Mini Stats]

AC: 18 (Touch 12, Flatfooted 16)
HP: 45/46

Initiative: +2
Perception : +5 Sense Motive:+2
CMB: +8 CMD: 20
Fort: +7 Reflex: +4 Will: +6
Current Weapon in Hand: LC Hammer. +9 + 1 1d12+14 + 1
Current Conditions in Place: Power Attack(-2 Attack Roll/ +6 Damage), Furious Focus (First attack does not take PA penalty), Overhead Chop (+2 to damage with 1 attack); Inspire Courage +1

Consumables Available: 3 Acid, 20 Crossbow Bolts, 4 Rations
[/sblock]
 

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Damaris keeps her inspire courage going.

She closes in to get a better view of the statue and takes out the long sword they had found on the street.


[sblock] Move to M8. Or if the grease is there, she just gets closer [/sblock]
 

"Cavernous Hode is a mighty digger! Fear his pick of destruction!" the dwarf shouts, charging forward. The pick misses the statue, but does, indeed, do some damage to the flagstones.

[sblock=OOC]MD AOO: Bardsong,flank (AOO) (1d20+11=21, 1d4+1=5)
MD Regular attack: Bardsong,flank (Regular) (1d20+11=29, 1d4+1=4)
CH: Move forward to attack, Bardsong (1d20+6=12, 1d6+2=8)[/sblock][sblock=Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 18 (16 flat-footed, 12 touch)
HP: 36/36
CMB: +4 CMD: 16
Fort: +5 Reflex: +3 Will: +7
Speed: 20'

Perception: +11
Initiative: +2

Current Weapon in Hand: Heavy Pick (1d20+4, 1d6+1/x4)
Current Conditions in Effect: Bardsong
0th level spells (DC 14): Create Water, Detect Magic, Mending, Stabilize
1st level spells (DC 15): Expeditious Excavation, Obscuring Mist, Produce Flame, Liberating Command
2nd level spells (DC 16): Soften Earth & Stone, Stone Call, Frost Fall

Mister Dickens
AC: 18 (13 flat-footed, 16 touch)
HP: 30/30
CMB: +2 CMD: 16 (20 vs. Trip)
Fort: +5 Reflex: +8 Will: +2
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+8, 1d4/x2)
Current Conditions in Effect: Bardsong[/sblock]
 


The combined attacks from Tasanto and Tyrion, coupled with the continuing acid damage dealt by Thuvian's spell, reduce the chipped and crumbling caryatid column to a worthless pile of carved stone sunken into the damaged floor. When the patter of falling rubble quickly fades the hall is quiet. Ahead now is only the entrance to the Angroza vault.

Checking your own weapons, you find that other than the slight damage first done to Tyrion's falchion they are undamaged. The two weapons carried by the caryatid columns are of fine craftsmanship.

GM: Combat over!

[sblock=Combat]Initiative: Party, then Opponents.

Map:

Party:
Cavernous Hode 26/28 hp
-Mister Dickens 22/23 hp
Damaris 19/20 hp
Tasanto 23/29 & 44/44 hp
Thuvian 21/22 hp
Tyrion 45/46 hp
--Falchion 17/20 hp (Hardness 12)

Opponents:
Sagari (M6): -8/26 hp; AC 14
Sagari (M9): -21/26 hp; AC 14
Caryatid #1: -1/36 hp; AC 14
Caryatid #2: -3/36 hp; AC 14[/sblock]
 

"Okay. Those things did spook me. The monks back in Venza haven't taught me how to punch stone yet. At least not without breaking my hand in the process." After double checking that nothing else in the room is moving, Tasanto goes about repairing the damage that was inflicted upon him.

[section]
[sblock=actions]sheath the hammer and cast Lesser Rejuvenate Eidolon (1d10+5=11) healing gets Nysys back to full[/sblock][sblock=Tasanto Nysys' Mini-stats]
Half-elf Tasanto ..... (inactive)
HP 45/49; AC 13, Touch 12, FF 15; Init -2, Low-light vision, Move 30'
Fort: +6, Reflex +2, Will +10, CMB +4, CMD 16
Perception +14, Sense Motive +14,

Unarmed Strike +4, d6+1+d6 shock, Stunning Fist 2/day

Lucerne Hammer +5, d12+1 with 10' reach
Handbo +4, d6+1 (in haversack)
Dagger +4, d4+1
Sling, +1, d4+1
.......... Sling Bullets 9 Normal

Cattaur Beast Nysys ........... (active)
HP 44/44 real, 29/29 temp, AC 22+4, 16 Touch, 20+4 FF; Init +2, Darkvision, Move 40' Mage Armor 5 hrs
Fort: +5, Reflex +6, Will +10, CMB 6, CMD 22
Perception +14, Sense Motive +14

Claw/Claw +6, d4+2+d6 shock (10' reach)
Bite +6, d6+2+d6 shock
Unarmed Strike +6, d6+3+d6 shock, on first strike of the round (usually kick, sometimes elbow)
Unarmed Strike +6, d6+2+d6 shock, on subsequent strikes in the round
Stunning Fist 1/day
MW Cold Iron Lucerne Hammer +7, d12+3 with 10' reach
Handbo +6, d6+2
Dagger +6, d4+2
Sling +6, d4+2 ......... Sling Bullets 9 Normal

.,,,..Summoner Cantrips: Detect Magic, Read Magic, Mage Hand, Jolt, Guidance, Umbrella
.,,.,,...Summoner 1st Lvl: 2/4 remaining; Expeditious Retreat, Lesser Rejuvenate Eidolon, Mage Armor, Shield
,,,,...Summon Monster II: 5/5 remaining; std action SLA summon, (5 min), celestial eagles
......,,.......Consumables: 1 Alchemist's Fire, 3 Cure Light Wounds potion, 1 Enlarge potion
....,,.........Consumables: 17/22 days trail rations, 1 anti-toxin, 1 anti-plague
....,,.........Consumables: Scroll of Summon Eidolon and Scroll of Lesser Eidolon Surge loose in haversack for quick access
.....,Anytime Free Action: Fused Link, move HP from real to temp to keep cattaur alive, used down to 2 real
........ ......Swift Actions: Enter Snake Stance or Dragon Stance
..If Snake Stance Active:
.,,,..,,,,,,,,,,.Free Action: A missed attack on me provokes an AoO with an Unarmed Strike
.......Immediate Actions: AC or Touch AC = d20+14 against one strike
.......Immediate Actions: if hit on unarmed AoO, spend immed to make second unarmed AoO attack
If Dragon Stance Active:

..Ignore Difficult Terrain: Ignore terrain on charge and charge through allies
....First Strike is harder: +1 damage to first unarmed strike
...........dragon resolve: +2 saves vs Sleep, Paralysis and stunning effects
...............Conditionals: +1 damage when flanking from dirty fighting trait
Effects: Snake Stance off,Dragon Stance off , Swift action available, AoO 3 available, AC 26, Mage Armor 5 hrs,
In hand: nothing
[/sblock]
[/section]
 

With the active threat gone, Thuvian takes time study the murals in greater detail while others deal with the vault door.

[sblock=ooc]Don't know what, if any knowledge rolls are needed.[/sblock]
 

Damaris takes her time to check the door, the swords and the mural.

[sblock= roll all the knowledge!]

Arcana 1d20+7=16
Dungeoneering 1d20+7=16
Nobility 1d20+6=21
Religion 1d20+6=10
History 1d20+2=10

She should still have activated Detect Magic. Are the swords magical?
Spellcraft 1d20+7=20

[/sblock]

[sblock=Ministats]
Damaris.jpg


Damaris - Bard lvl 3
HP 19/20
Init +3
AC 16 | Touch 13 | FF 13
CMB+4 | CMD 17
Saves: F+2 | R+7 | W+3


Perception +5 | Sense Motive -1/8* (Versatile Performance) | Bluff 2/8* (Ver.Per) (+1 vs Males)
Diplomacy +8 (+1 vs males)


Masterwork Shortbow +6 (1d6)
Longsword +4 (1d8+3) (Two-handed)
Sling +5 (1d4+2)


Bardic Performance: 9/10 day


Cantrips: Dancing Lights, Detect Magic, Read Magic, Ghost Sound, Jolt, Mending, Mage Hand
Spells: Lvl1 Grease, Sleep, Timely Inspiration, Silent Image 4/day. /
Spell-like ability: Message 1/day.


Combat Feats: Point Blank Shot, Rapid Shot, Arcane Strike


Consumables: Acid Flask, Alchemist Fire, x2 Holy Water, Oil, Perfume, Firework Paper Candle (2), Vermin Repellent, Trial Rations (4), Normal Arrows (16).[/sblock]
 

Thuvian's initial examination of the mural turns up nothing unusual now that the sagari are dead. The murals are finely carved though the length and weight of the entire piece precludes taking them. It looks like they could be disassembled into smaller blocks but even so those blocks would weigh hundreds of pounds. The scene depicted by the carving is likely one significant to the city of Sumbru. Closer examination of the carving reveals some sort of gate structure obscured in the background, an arch with elaborate symbols, which pinpoints the scene as the turning point in Sumbru's war to establish itself as an independent nation some centuries ago and one which the Angroza family played a key part. Damaris is familiar with a long poem, 'Charge of the Sumbran Horse', little performed now, and this scene looks to be of that pivotal charge.

The two swords are simple steel longswords of masterwork quality and do not have an aura of magic about them. There is nothing overtly valuable about them beyond their fine construction but they will bring a small price when sold.

The double doors at the end of the hall are made of an exotic wood, dark maroon in color, polished to a velvety finish, and decorated with studs and curled handles of black iron. There is an elaborately carved lock set into the door between the iron handles but one door is very slightly ajar revealing only the tiniest sliver of the chamber beyond. Without opening the door further you cannot make out what is beyond the doors.
 

"Uhm.... Charge of the Sumbran Horse" Damaris hums with a surprised look on her face. "Well, that might explain somewhat the encounter on the street we had.... although I had thought them to be from the fall of Sumbru itself" she looks at what was left of the sagari.

She turns at the door. "Well, that's open... no need to deal with locks. Anyone else has something long to push it open? Can it be trapped?"
 

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