Mirima Beryamae |
Mirima pulls out her jinxed flask of liquid ice and readies herself to fling a ray of frost at the harpies. "Are you sure they won't come down here? They look injured. May be they just want us to leave them alone?"
"Oh, wait...
DM Beckett |
Ashia delays, hoping one of the harpies will come closer so she can blast it while Sylphie, Yoshi, and Misima all begin to hurl or shoot ranged weapons at the flying woman-creature. Yoshi's bullet catches her square in the chest, knocking the wind from her lungs for a moment, but it's not enough to make her fall.
Davor's Acrobatics: 1d20 - 3 ⇒ (8) - 3 = 5
The harpy flying dives at Gashgamer, swiping at the barbarian with her Morningstar, and just missing it smacking him in the face.
Attack vs Gashgamer (AC 15): 1d20 + 11 ⇒ (3) + 11 = 14 <miss>
The other one begins her siren call, summoning all those affected to her side.
Anyone that got less that a 16 on their Will Save #2 is caught in her Captivating Song, (Gashgamer, Mirima <not Mouser>, and Yoshi). From now until the effect is broken, you must move towards Harpy 2 by the best means you are able to. Anything that is "risky", like needing to jump across a ledge grants a new Save. Harpy 2 attacking you, dying, or the song ending will also break this affect, as would something like Protection From Evil.
ROUND 2
Harpy 1 (-21, charged) & Harpy 2 (SINGING, -16)
------------------------------------------------------------------
*Gashgamer* (Song), Ashia (), Sylphie (), Hisao (), *Yoshi* (Song),
*Mirima* (Song)/ Mouser (), & Davor (-8)
Gashgamer |
Do I have to move since I am engaged? If so, can I still take 10 on my climbing? I f both of those are true, then I will take 10 and move toward harpy number two via the yellow line.
DM Beckett |
You do, and you may continue to Take 10. If I recall, Rage does give you a bonus on Will Saves as well, and I'd give you a new roll as it does alter your abilities.
Mirima Beryamae |
Mirima continues toward the singing harpy. Concerned, the hawk continues its flight towards the harpy to attack it.
Mirima takes 10 on acrobatics to continue its climb. Mouser continues its flight up towards the singing harpy. As he is flying upwards, is it half, full or other distance for each move action? Mouser has 60' movement, and has moved 120' worth with another SA left. He'll continue another 60', or attack if he's there.
DM Beckett |
Gash Withdraws, avoiding a visceous swing from the other harpy as he makes his way closer to the one calling to him. Hisao begins to scale the massive statue, getting closer to Harpy 1, while both Mirima and Yoshi heed the other creature's call, doing nothing but moving closer to her.
Sylphiette looses a bolt, hitting the singing harpy right in the throat, causing a spray of blood to erupt from her neck, and stopping her singing. Plucking it out, she tosses it aside, and grabs a talonful of dirt to plug the hole, choosing to fight on.
Both Harpies had already been wounded. Harpy 1 is looking a bit worse for wear, but not in serious danger just yet, though her sister, Harpy 2 (who had been singing) is very near death. <Also the Harpy's song last for 1 round after it stops.>
ROUND 2
Harpy 1 (-21, charged) & Harpy 2 (SINGING, -28)
------------------------------------------------------------------
*Gashgamer* (Song), Ashia (), Sylphie (), Hisao (), *Yoshi* (Song),
*Mirima* (Song)/ Mouser (), & Davor (-8)
Mouser can indeed fly at it's normal speed with ease. It doesn't need to "climb", so yes, it can move and attack. It could also Charge. <I'm assuming Mouser is the Hawk Familiar>
Mirima Beryamae |
Yes, Mouser is the Hawk Familiar. Mouser just wants the harpy to stop singing, and will screech at the harpy as it attacks to voice its annoyance at the song.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d4 - 2 ⇒ (2) - 2 = 0
DM Beckett |
Also, just a head's up, Minimum Damage is 1 Non-lethal. Didn't know if your where aware. Now, that doesn't apply to DR, but otherwise, if you hit, you always do something. Also, with Sylphie's bolt, it did cause her to stop singing, but the effect continues for 1 round afterwards. :(
Mirima Beryamae |
Also, just a head's up, Minimum Damage is 1 Non-lethal. Didn't know if your where aware. Now, that doesn't apply to DR, but otherwise, if you hit, you always do something. Also, with Sylphie's bolt, it did cause her to stop singing, but the effect continues for 1 round afterwards. :(
Thanks for the clarification. Yeah, so Mirima is up where the harpy is, while Mirima did a double move to climb up.
DM Beckett |
I've added a mini to the map for you, as this is not the last combat, though the next shouldn't take long. Getting there, slowly but surely.
DM Beckett |
ROUND 2
Harpy 1 (-21, charged) & Harpy 2 (SINGING, -29)
------------------------------------------------------------------
*Gashgamer* (Song), Ashia (), Sylphie (), Hisao (), *Yoshi* (Song),
*Mirima* (Song)/ Mouser (), & Davor (-8)
Davor Mason A.K.A. The Tracker |
acrobatics: 1d20 - 3 ⇒ (20) - 3 = 17
I assume the -8 is my hp after the fall? ouch. If that what he's lost, then he's still standing but will start to climb again and take 10 this time.
DM Beckett |
-8 is the damage you took, leaving you at 5/13 HP. Also, please recheck the numbers on that roll, I might have made a mistake, (though not sure it will help. :(
Ashia, Scion of the Sighted One |
Sorry, I'm a little lost on how this is working, how big the map is and whatnot.
Ashia does her best to get within range of the singing harpy and then intones a spell to strike fear into the heart of one of the harpies (the singing one if possible of course).
Climb: 1d20 - 2 ⇒ (13) - 2 = 11
DM Beckett |
The map is supposed to be 1 square = 10ft, but for this, we are just using it as 1 square = 5ft. I can't edit it to add in appropriate grids without it being extremely confusing or a mess to edit each movement, and really there is no reason for it to be that big (it would just bog everything down).
I've drawn in some yellow lines t better represent the path that had been made to climb up, but time and the natural desert conditions have greatly degraded it, which means everyone requires a Climb or Acrobatics check to travel it. It's a DC 10 to follow the path (and you can Take 10), or you want to just go straight up, not using the path, it's a DC 15.
Any motion where you would be climbing up a level takes double movement (that is to say if you are moving towards the top of the map). Otherwise (moving left or right on the map), you just move and do not require a check at all.
Failing the check either means you do not move (if you fail the DC by 1-4) or (if you fail by 5 or more), requires a second Acrobatics DC 10 check to not fall to the ground, taking 1d6 damage per 10ft.
Currently, without moving, you are 45ish ft from the singing Harpy (#2). If you moved 20ft (25ft wroth of movement) up and right, you would be in range for Cause Fear, but would also risk an AoO from Harpy 1. Or, you could target Harpy 1, which is honestly the bigger threat at the moment, and then move. Just let me know, and if there are any more questions, please let me know. I'm not trying to confuse anyone.
Ashia, Scion of the Sighted One |
I mostly got lost because a bunch happened really fast and I was trying to catch up. And fair enough. I'll just target the closer one and then move.
DM Beckett |
Ashia begins to chant a few dark words of magic, then focuses her will at the closer Harpy, pushing all of her inner fears into it's mind, while Davor picks himself up and begins to climb once again.
Will Save (DC 16): 1d20 + 6 ⇒ (11) + 6 = 17 <made it>
Unaffected by the dark curse, it begins to attack Hisou, bludgeoning wildly with it's Morningstar, s the other one, no longer singing, splits it's focus between Mouser and Gashgamer, (breaking the effect on him).
vs Hisou (AC 17): 1d20 + 9 ⇒ (5) + 9 = 14 <miss>
vs Hisou (AC 17): 1d20 + 4 ⇒ (12) + 4 = 16 <miss>
vs Mouser (AC ?): 1d20 + 8 ⇒ (5) + 8 = 13 <?>
vs Gashgamer (AC 15): 1d20 + 4 ⇒ (11) + 4 = 15 <HIT>
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
ROUND 3
Harpy 1 (-21) & Harpy 2 (-29)
------------------------------------------------------------------
Gashgamer (-8), Ashia (), Sylphie (), Hisao (), *Yoshi* (Song),
*Mirima* (Song)/ Mouser (), & Davor (-8)
DM Beckett |
Yoshi and Mirima are still caught by the Hrpy's song for 1 round after she stopped. So will be able to act normally in Round 4. For now, both till need to attempt to make their way towards Harpy 2 (top) in the most direct, reasonable way they can. That is to say you can not autofail a check, but you are not required to do anything dangerous to get to her unless there is no other option.
Mirima Beryamae |
Mouser squawks, upset the harpy would try to strike at it, and claws at the harpy in turn.
Talon 1: 1d20 + 5 ⇒ (4) + 5 = 9 Damage 1: 1d4 - 2 ⇒ (2) - 2 = 0
Talon 2: 1d20 + 5 ⇒ (3) + 5 = 8 Damage 2: 1d4 - 2 ⇒ (4) - 2 = 2
Mirima, meanwhile, continues her climb toward the captivating harpy.
Acrobatics(Take 10) = 13.
Hisao |
Hah, you come to me, but you cannot even touch me when you see me, how will you do when you can't?
And with that Hisao seems to vanish against the swirling dust of the cliff face Using 1 ki for Vanishing Trick
Blade attack on flat footed harpy: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6
But the precarious nature of the combat means that Hisao whiffs badly as he shimmers back into view.
Mirima Beryamae |
Since it's attacking you (and hit you for 8, no less), I assume you can attack it in return. :)
Ashia, Scion of the Sighted One |
Frustrated, Ashia pulls out her flask of acid as a focus and begins assailing the nearest harpy with corrosive conjurations.
Ranged Touch: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Acid Splash Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Mirima Beryamae |
Sigh. We are so not very good at this combat thing...
DM Beckett |
[ooc]Sorry, computer problem so wasnt able to post last night.
-Posted with Wayfinder
DM Beckett |
A lot of ranged attacks and blows go flying, but not a single one lands, though at least both Yoshi and Mirima are able to shake the Harpy's mind control and may now act of their own volition.
Harpy 1 flies down a bit closer and begin to swing her cudgel at both Hisou and Ashia, sensing the battle might be lost soon, while the other continues to bat at the bird and the barbarian duo.
vs Hisou (AC 17): 1d20 + 8 ⇒ (5) + 8 = 13 <miss>
vs Ashia (AC 13): 1d20 + 4 ⇒ (12) + 4 = 16 <HIT>
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
vs Gashgamer (AC 15): 1d20 + 8 ⇒ (19) + 8 = 27 <HIT>
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
vs Mouser (AC 14): 1d20 + 4 ⇒ (5) + 4 = 9 <miss>
Davor's Climb: 1d20 - 1 ⇒ (17) - 1 = 16
ROUND 4
Harpy 1 (-21) & Harpy 2 (-29)
------------------------------------------------------------------
Gashgamer (-11), Ashia (-7), Sylphie (), Hisao (), Yoshi (),
Mirima ()/ Mouser (), & Davor (-8)
Mirima Beryamae |
Mirima shakes free of the enchantment. Seeing her hawk engages, she takes out her faulty liquid ice and fires off frost bolt to assist Mouser against his enemy.
Ray of Frost: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18 1d3 + 2 ⇒ (1) + 2 = 3
Encouraged by Mirima's return to her senses, the hawk screeches as he moves to flank and claws at the harpy.
Assumed Flank +2
Talon 1: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 Damage: 1d4 - 2 ⇒ (4) - 2 = 2
Talon 2: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 Damage: 1d4 - 2 ⇒ (3) - 2 = 1
DM Beckett |
Finally.! :P
ROUND 4
Harpy 1 (-24)
------------------------------------------------------------------
Gashgamer (-11), Ashia (-7), Sylphie (), Hisao (), Yoshi (),
Mirima ()/ Mouser (), & Davor (-8)
Davor Mason A.K.A. The Tracker |
Davor will continue his climb upwards to the rest of the group.
Climb: 1d20 - 1 ⇒ (4) - 1 = 3
rechecking hero lab, I believe I was posting my acrobatics by accident. My climb is defiantly -1. +3 Str, -4 Armour.
Mirima Beryamae |
I have seen Davor climb. I'm not sure I want to see him acrobating :P
Yoshi Masaso |
Yoshi continues to climb, wanting to get to the harpies nest.
Acrobatics take ten for 15, I think lets him take a direct route. not sure if that means he has time for an attack? If it does...
After the long climb in the heat, Yoshi lashes out at the bird-woman, intent on venting his anger.
attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 5 ⇒ (3) + 5 = 8
Davor Mason A.K.A. The Tracker |
The bonus is even worse on Acrobatics as it's Dex based. Same penalties, but only a +1 from dex. Could be worse, it could be the stats of my dwarf fighter with a nice -15 or so.
DM Beckett |
Finally, the last Harpy falls, landing hard an the stone ledge above the lower cave, and then almost sliding to the desert ground below. You have little trouble climbing to the top from there, to investigate their cave perch, finding within the refuse of past meals and a disgusting "nest". Sitting to one side is a medium teakwood chest worth 20 gp. Within are 80 gp scattered about, a map of the nearby Silken Way where it passes through the Zho Mountains (with Gaspar’s personal seal on it), and a bejeweled masterwork kukri worth 400 gp , which recognizable as part of Gaspar's and Mahmoud's weapons shipment.
From the idol's raised position, you also get a marvelous view of the lands around you, and more importantly, allows you to catch the glimpse of a trail leading through the sand, ending with a small dust storm of someone riding some miles away, but easily within reach within an hour or two if you hurry. You can't see just who it is from this distance, though who else could it be but your lost caravan.
Taking the time to heal up and get yourselves ready for a quick, hard ride, you climb back down and set off following the trail, well hidden from ground level, but now that you have seen it, it's not so hard to follow.
The smell of water in the air as you leave the mountain pass indicates that the Shat-al-Qadr River runs somewhere nearby. You have found your heading again. As you round a final talus slope, you discover something altogether unexpected. The very caravan you have sought waits before you, the merchants and drovers kneeling with their arms bound behind their backs and the camels clustered nearby. Among these captives walk a dozen or so armed warriors wrapped in the dark robes and helms of the desert bandits you fought before. Standing with his back to you, not ten feet away, is the armored form of the Taldan knight, Gaspar du Mer. He holds his wide-bladed sword in one hand and clutches the tied arms of the caravan mistress Jamila al-Shafah with the other as he shouts orders to the brigands.
Throughout the caravan's smaller groups, there are about thirty Hobgoblin brigands, looting and a variety of inhumane things. There are five Hobgoblins near him, not joining in the pillaging, but acting more as bodyguards. As you approach, both Sir Gaspar du Mer and the captive Jamila al-Shafah notice you. He turns to look, unsure of your motives.
Just a head's up. This is the final encounter <fight?>, (and you are not going to be fighting 30 Hobgoblins). Can I get everyone to repost the information that I'll be using for Chronicle Sheets and Reporting in the Discussion thread, and recheck to make sure it's all accurate.
Mirima Beryamae |
Perception Mirima: 1d20 + 4 ⇒ (12) + 4 = 16
Perception Mouser: 1d20 + 14 ⇒ (4) + 14 = 18
Mirima Beryamae |
We had time to heal up, per the GM, so it'd be good to know what resources we have to get everyone we can up in health. I think Davor is hurt too. Not sure about others.
Yoshi Masaso |
perception: 1d20 + 4 ⇒ (12) + 4 = 16
"Jamila al-Shafah is up to something" whispers the Tian man.
He approaches with his hands open.
"We just need the body.." he says, looking to appeal to the mans baser instincts.