DM Jelani's Council of Thieves (Inactive)

Game Master Brian Minhinnick

This is my take on CoT. It's centered around the concept that the PCs are normal Wiscrani who get transformed into heroes via becoming synthesist summoners.

Encounter Map


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{HP 8/8 (5/5) | AC11 T11 FF10 CMD10 | F/R/W 0/1/4 | Inish +1 Per +6 SM +6 | XP:450} Female Human Expert 1

Everything is happening too fast. The Dottari are battling against three look a likes? She wants to sit down and talk about what's going on, with Geoffrey and the others. But survival keeps her moving. "I know the city well, lived here all my life. Stick together sounds good right now. You got a place in mind?" Even as she speaks, she quickly darts towards the door, more gliding than moving as a shadowy form, attempting to look outside.


You'd have to scramble past Belinda (5' doorway), but assuming she lets you, you can see the same hallway and men fighting.


Female Half-Elf Expert/Summoner (Synthesist) Gestalt 1 l HP: 12 l AC: 10 [T: 10, FF: 10] l Fort: +3, Ref: +0, Will: +5 l Init: +0 l Per: +13 // Fused: HP: 12+6 l AC: 14 [T: 12, FF: 12] l Fort: +1, Ref: +2, Will: +5

Belinda stumbles forward. Her bestial futures do not reflect her confusion or her current stupor.

She is about six seconds from either fleeing into the night or following you guys out of here. Whichever comes first.


Probably wearing some sort of basic fur loin cloth, but not an all together modest one, it failing to conceal anatomy as exadurated and unrealistic as the rest of him.

"I know a place where people tend to keep to their own business, lest they see too much and cause themselves problems. It's an inn called The Boar's Last Stand.. The owner and I have traded favours for years, though I can't quite remember who owes whom at the moment. Either way, I'm sure he'll lend a hand, particularly if we promise to make it worth his while. Good man. Honest, but not too honest, if you catch my meaning. He's got no love for the Hellknights. Let's go."

The bronzed man follows the others up the ladder to the main floor. Seeing the struggling men and their instruction for us to run, he gives then a nod of respect, just before moving out of the building with the others.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey inclines his head, a movement accompanied by the sound of quietly clicking gears.

"I think I made a tonic delivery there once; I should be able to make it. Let's go!"


{HP 8/8 (5/5) | AC11 T11 FF10 CMD10 | F/R/W 0/1/4 | Inish +1 Per +6 SM +6 | XP:450} Female Human Expert 1

"I know of it too. We'll meet there if separated. Come this way....whoever you are." Oktavia grabs Belinda's fur covered arm and tries to pull her towards the doorway.


Female Half-Elf Expert/Summoner (Synthesist) Gestalt 1 l HP: 12 l AC: 10 [T: 10, FF: 10] l Fort: +3, Ref: +0, Will: +5 l Init: +0 l Per: +13 // Fused: HP: 12+6 l AC: 14 [T: 12, FF: 12] l Fort: +1, Ref: +2, Will: +5

Belinda follows Oktavia, first listlessly, and then with greater purpose. What's wrong with me? Why can I not think straight?


As the transformed captives rush towards the back door, several of the Dottari beat one of the blonde men into submission. The other two are so hard pressed by the remaining five guards that they don't even glance over their shoulders. The back door is unlocked and opens into an alley; an alley shrouded in the pitch black night of the shadow curse. If it wasn't apparent inside, it certainly is now, all four of the escapees can see perfectly through the darkness, in black and white tones.

So the plan is to head for The Boar's Last Stand. Which district of Westcrown is it in? You guys aren't really sure where you were taken yet, and it's hard to say just by looking at this alley.


{HP 8/8 (5/5) | AC11 T11 FF10 CMD10 | F/R/W 0/1/4 | Inish +1 Per +6 SM +6 | XP:450} Female Human Expert 1

York, I'd say your call on the district. And yup, heading to the Last Boar. Figure find a street sign, hopefully figure out where we're at, then make our way there.

Oktavia looks down both streets, heading down whichever direction seems to have the least light. The silvery mark on her foreahead giving the semblance of narrowed eyes as she moves down, listening to the sounds of movement. She tries to blend into the shadows as she moves forward.

stealth: 1d20 + 16 ⇒ (15) + 16 = 31
Perception: 1d20 + 6 ⇒ (11) + 6 = 17


I'm planning to keep this running through the streets at night part fairly abstract. I'm just interested in what district so I know how to describe it. I'm fine with York choosing, since he invented the place. I like to involve players in the creative process when possible.


I hadn't seen the map or looked up the city, so I just pulled something off the top of my head. I'd probably put it on the southern side of the Rego Crua; a rough part of town, but not as rough as the Rego Cader. If the description doesn't match, then perhaps the northern part of the Parego Spera. Having seen the map now, we could retcon his suggestion into the Bruised Eel Tavern (31 on the map) in the Rego Crua, or Visio's Tavern (34 on the map) in Hope's Alter, if either of those work better.


Everything labeled on that map will have some part to play later, so lets avoid those places for now.

That's plenty for me to work with. I'll get something up over weekend sometime.


One note about the map of Westcrown, there are MANY MANY more buildings in the city than are depicted on the map. It's an abstraction. The city has 114,700 people. Smaller than Absalom, Katapesh and Katheer, about the same as Sothis and Oppara. Bigger than basically all the other cities in Avistan and Garund.

<< Unknown Location, Westcrown | ??:?? (full dark, night) | Cold, 35° F | Moonday, Lamashan 11th, 4709 AR >>

Geoffrey Knowledge (Local): 1d20 + 7 ⇒ (18) + 7 = 25

As the group makes their way out of the alley, Geoffrey clearly recognizes where they are. They are near the eastern edge of the Parego Spera, or Hope's Altar, near the docks. Whoever took them was able to get them across the Westchannel in a boat at night. That spoke even more of the insane man's influence, his mystery. To get to the Blood Sector and the The Boar's Last Stand they will need to cross over one of the famous Pegasi Bridges, built during the time of Aorden. Specifically the Truemount (named for a holy pegasus that acted for a time as Aroden’s mount). The great stone bridge is engraved with pegasi on its sides and bottom, many of which hide Eyes of Aroden amongst their wings. It's about a mile as the crow flies, nearly double that with the twisting route they will need to take.

Marked on Map

In a mixed blessing, they will be able to avoid lit avenues. However the Truemount will likely have a pyrahje (man sized torch) and patrol of Dottari at the base of the Parego Spera end. Along the way they may need to contend with some of the shadow beasts which haunt the night. Time is short, the whistles of more Dottari on their way are getting closer and closer.

Assuming Geoffrey leads the way...

The group makes their escape from the house where the ritual took place without molestation. They can see in the dark, unlike the Dottari whose bright torches and lanterns give them away long before they can get close to the fugitives. It's very strange for the group to travel the streets at night. In fact, it's something none of them have ever willingly done before. Several times a minute they can hear the terrible howls of the shadow beasts ringing out from various parts of the city. As they get away from the Dotarri, the howls are the only noises that pierce the night. All the houses and businesses they pass are boarded up tight. If they didn't know better, they could easily believe themselves fleeing through a necropolis. Geoffrey, a true master of the streets of Westcrown, leads them unfalteringly towards their destination.

Perception:

York: 1d20 + 6 ⇒ (15) + 6 = 21
Belinda: 1d20 + 13 ⇒ (19) + 13 = 32
Oktavia: 1d20 + 6 ⇒ (5) + 6 = 11
Geoffrey: 1d20 + 6 ⇒ (5) + 6 = 11

About halfway through their journey, York and Belinda spot a shadowy form flitting along the rooftop along side the group.

Begin Round 1

The amorphous creature loosely resembles a cross between a large snake and an insect. It has black oily skin, and parts of its very flesh blend seamlessly into the shadows. Its constantly moving, writhing form makes it difficult to identify from a distance. It moves slowly and silently to the edge of the roof, crouching, ready to pounce on the unsuspecting Geoffrey below. It appears to be unaware that it was spotted by two of the group.

__________________________________________________

Initiative (GM only please):

York: 1d20 + 2 ⇒ (7) + 2 = 9
Belinda: 1d20 + 2 ⇒ (11) + 2 = 13
Oktavia: 1d20 + 1 ⇒ (1) + 1 = 2
Geoffrey: 1d20 + 1 ⇒ (2) + 1 = 3
???: 1d20 + 6 ⇒ (6) + 6 = 12
???: 1d20 + 6 ⇒ (10) + 6 = 16

Initiative
??? 16
Party 13 (Belinda high roller)

DC 12 Knowledge (Dungeoneering):
This creature is an aberration from the shadow plane known as a shadow garm. They are ambush predators that blend into the darkness, and are resistant to magic.

DC 17 Knowledge (Dungeoneering):
Shadow garms are slowed in areas of magically bright light (meaning you'd need to raise it three levels from what it's currently at).

DC 22 Knowledge (Dungeoneering):
Shadow garms are coated in shadow slime, a substance that can paralyze and blind with enough exposure. It can be burned off by using bright light.

DC 27 Knowledge (Dungeoneering):
Shadow garms are skilled climbers that never take damage from falling, though they can't actually fly.

Party is up for round 1. Please remember to resolve your actions using the monsters stats as listed in the spoiler in my profile. This is out of character knowledge unless you make the knowledge check! Each round please list your current HP and any spells active on you along with your actions. Thanks!

Map


Female Half-Elf Expert/Summoner (Synthesist) Gestalt 1 l HP: 12 l AC: 10 [T: 10, FF: 10] l Fort: +3, Ref: +0, Will: +5 l Init: +0 l Per: +13 // Fused: HP: 12+6 l AC: 14 [T: 12, FF: 12] l Fort: +1, Ref: +2, Will: +5

Knowledge (Dungeoneering): 1d20 + 11 ⇒ (8) + 11 = 19

"Look out! A shadow garm! I've read about them before! There were wonderful illustrations in that book. Oh, their movements are retarded by bright magical lights."


That's your whole action? No movement, nothing readied?


Female Half-Elf Expert/Summoner (Synthesist) Gestalt 1 l HP: 12 l AC: 10 [T: 10, FF: 10] l Fort: +3, Ref: +0, Will: +5 l Init: +0 l Per: +13 // Fused: HP: 12+6 l AC: 14 [T: 12, FF: 12] l Fort: +1, Ref: +2, Will: +5

No, but it's initiative is before mine (I thought). I was just using my talking free action. I was trying to be scrupulous. :-)

With a sense of unease, almost as if the universe itself disapproves of her lollygagging, Belinda begins to cast Mage Armor on herself.


It did act. When I say party can act everyone can post
Your actions will occur in posting order. Don't worry about waiting.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

A shadow beast!?

Fear etched across his face, Geoffrey, too, casts a strangely-familiar spell, to encase himself in more protection.

Mage Armor.


{HP 8/8 (5/5) | AC11 T11 FF10 CMD10 | F/R/W 0/1/4 | Inish +1 Per +6 SM +6 | XP:450} Female Human Expert 1

Stats:

THP 5/5
HP 8/8
AC AC 17 T11 FF16 CMD17)
F/R/W 0/1/4 (1/1/4)
Spells
1st - 1/2
Effects
Mage Armor

Seemingly the same thought springs upon Oktavia as she herself hardens her shadowy exterior to help ward off blows from this creature.

Cast mage armor


Following the example of his peers, York covers himself in Mage Armour as well.


Round 1

The amorphous creature loosely resembles a cross between a large snake and an insect. It has black oily skin, and parts of its very flesh blend seamlessly into the shadows. Its constantly moving, writhing form makes it difficult to identify from a distance. It moves slowly and silently to the edge of the roof, crouching, ready to pounce on the unsuspecting Geoffrey below. It appears to be unaware that it was spotted by two of the group.

"Look out! A shadow garm! I've read about them before! There were wonderful illustrations in that book. Oh, their movements are retarded by bright magical lights," Belinda warns. With a sense of unease, almost as if the universe itself disapproves of her lollygagging, Belinda begins to cast a spell of protection that stands out in her mind on herself. Odd. For so long she's studied magic and mysticism, and never once cast a spell before now, but it feels as natural as if she's been doing it her whole life. She chants the short incantation loudly and clearly, and a suit of force armor flashes around her briefly before fading from sight.

A shadow beast!? With fear etched across his face, Geoffrey, too, casts a strangely-familiar spell, to encase himself in more protection. Gears whirr and click as he moves his limbs through the somatic components of the spell and his voice calls out a similar incantation as Belinda.

Oktavia sees what her companions are doing, she's not sure what their spell's effects will be, but she can guess. Searching her own mental library she finds a spell that will armor her, and casts it as well. The shadows around her seem to darken and take on a more solid tone as she completes her spell.

York watches as the others incant spells, and decides to give it a try himself. He can't remember ever having cast a spell before, but it seems easy now. As he finishes his short chant, a semi-transparent muscle curiass of force appears around his chest before briefly disappearing.

End of Round 1
---------------------------------
Being Round 2

The shadow garm realizes it's been seen, and leaps off the gable of the roof to attack. It flies through the air at Geoffrey, screeching inhumanly. It slams into his chest, slicing right through his armored form, both magical and mundane. The thing's ice cold claw rips through the "metal" of his eidolon, slathering his chest liberally with a dark slime, before it plops off of him onto the ground at his feet. It coils like a snake, still hissing. It holds its three clawed limbs aloft and coils like a snake, ready to strike again.

Belinda and Oktavia's heads whip to their right as they see more movement in their peripheral vision. There is a second Garm creeping slowly along the gutter of another nearby rooftop.
________________________________

Attack on Geoffrey (Charge): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Geoffrey Fort save: 1d20 + 1 ⇒ (17) + 1 = 18

Perception
York: 1d20 + 6 ⇒ (8) + 6 = 14
Belinda: 1d20 + 13 ⇒ (13) + 13 = 26
Oktavia: 1d20 + 6 ⇒ (16) + 6 = 22
Geoffrey: 1d20 + 6 ⇒ (13) + 6 = 19

Party is up for round 2, don't forget to roll your 20% miss chance and resolve your own actions :)

Map


Female Half-Elf Expert/Summoner (Synthesist) Gestalt 1 l HP: 12 l AC: 10 [T: 10, FF: 10] l Fort: +3, Ref: +0, Will: +5 l Init: +0 l Per: +13 // Fused: HP: 12+6 l AC: 14 [T: 12, FF: 12] l Fort: +1, Ref: +2, Will: +5

Magic? What am I? Who am I now? Belinda catches a glimpse of her own hirsute form and shudders. Now is not the time for reflection.

On four legs she moves swiftly between Octavia and Geoffrey and begins to chant a healing invocation that appeared in her mind. Do I have whatever magic I need? I want to be home! Nothing.

------------------------------------------------
Move Action: Move to AC, 40
Standard Action: Cast Rejuvenate Eidolon, Lesser on Geoffrey

Rejuvenate Eidolon, Lesser: 1d10 + 1 ⇒ (6) + 1 = 7

Active Effects: Mage Armor: AC 18


Guys, please see this post for a reminder on how to format your combat posts. It might not be a huge issue right now (low level easy combat), but please use the coordinates on the map. Now that there are two enemies I will give them different color auras so you can say I cast/attack green, or red.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey reels as the beast attacks him, its claws slicing into his flesh.

Why did this have to happen to me? I just want to be home, safe!

When Belinda touches him, Geoffrey momentarily recoils, thinking he is under further assault, before the ticking in his head gets louder, and his 'armor' restores itself to pristine condition.

"Thank-you."

At a level below conscious thought, he lashes out at the creature attacking him.

Claw #1: 1d20 + 4 ⇒ (1) + 4 = 5, Miss Chance (High is good): 1d100 ⇒ 92 for 1d6 + 3 ⇒ (4) + 3 = 7 S/B damage.

Claw #2: 1d20 + 4 ⇒ (8) + 4 = 12, Miss Chance (High is good): 1d100 ⇒ 86 for 1d6 + 3 ⇒ (5) + 3 = 8 S/B damage.

His first, experimental blow is easily dodged, but the second *just* connects with the beast (still off-balance from its charge), delivering a solid hit.


Reacting quickly, York moves around the attacking presence, getting it arranged between himself and his companion. Once in position, he throws a wild strike at the beast, hoping to knock it flying.

Move action: Move through AD38, AD37, AC36, AB36, to AA37, to get into flanking position without provoking.
Standard action: Slam Attack

1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 121d100 ⇒ 48

Though his fist connects, it seems to slide off the oily darkness of the creature.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

@York: The thing charged, so its AC is two lower than normal, which means 12 is a hit this round :-)


Thanks for the reminder. I missed that bit.

Sliding off or not, the beast reacts as if struck, shifting off balance.
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


{HP 8/8 (5/5) | AC11 T11 FF10 CMD10 | F/R/W 0/1/4 | Inish +1 Per +6 SM +6 | XP:450} Female Human Expert 1

Round 2

Stats:

THP 5/5
HP 8/8
AC AC 19 T13 FF18 CMD19)
F/R/W 0/1/4 (1/1/4)
Spells
1st - 1/2
Effects
Mage Armor
Fighting Defensively

Oktavia moves up near the first creature, lashing out with a claw. The attack is more a feint than a strike, seeming to make herself a target even as she watches the other from the corner of her eye.

Move to 39AA, Standard to attack defensively

Attack: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Miss Chance: 1d100 ⇒ 93


Round 2

The shadow garm realizes it's been seen, and leaps off the gable of the roof to attack. It flies through the air at Geoffrey, screeching inhumanly. It slams into his chest, slicing right through his armored form, both magical and mundane. The thing's ice cold claw rips through the "metal" of his eidolon, slathering his chest liberally with a dark slime, before it plops off of him onto the ground at his feet. It coils like a snake, still hissing. It holds its three clawed limbs aloft and coils like a snake, ready to strike again.

Belinda and Oktavia's heads whip to their right as they see more movement in their peripheral vision. There is a second Garm creeping slowly along the gutter of another nearby rooftop.

Magic? What am I? Who am I now? Belinda catches a glimpse of her own hirsute form and shudders. Now is not the time for reflection. On four legs she moves swiftly between Octavia and Geoffrey and begins to chant a healing invocation that appeared in her mind. Do I have whatever magic I need? I want to be home! Nothing.

Geoffrey reels as the beast attacks him, its claws slicing into his flesh. Why did this have to happen to me? I just want to be home, safe! When Belinda touches him, Geoffrey momentarily recoils, thinking he is under further assault, before the ticking in his head gets louder, and his 'armor' restores itself to pristine condition. "Thank-you," he says. At a level below conscious thought, he lashes out at the creature attacking him. His first, experimental blow is easily dodged, but the second *just* connects with the beast, delivering a solid hit. There is a whump like a large stone hitting the surface of still water, and his fist penetrates an inch or so into the garm's flesh. It shrieks as it's knocked back slightly. As it regathers itself they can see a large impacted wound which is leaking more of the shadowy black slime.

Reacting quickly, York moves around the attacking presence, getting it arranged between himself and his companion. Once in position, he throws a wild strike at the beast, hoping to knock it flying. His fist connects solidly with the creature, who is still reeling from Geoffrey's blow. York smiles involuntarily as he feels his hand rupturing the shadow garm's flesh. He hasn't felt that in years. The creature thrashes, hissing and shrieking again. It appears to be unsure who to face now that's it's surrounded.

Oktavia moves up near the first creature, lashing out with a claw. The attack is more a feint than a strike, seeming to make herself a target even as she watches the other from the corner of her eye. The now wary and wounded Garm easily dodges the blow.

End of Round 2
--------------------------------
Begin Round 3

The badly wounded garm steps away from Oktavia and York, slashing out at Geoffrey with its three claws. All three of its claws impact on the alchemist's apprentice, but his new armored form completely protects him from harm. The claws simply screech along the surface of the magical material surrounding his body.

The second garm leaps off the roof, dropping like a striking hawk at Oktavia. The penumbra of shadows surrounding Oktavia flars as the shadow beast is about to impact her. Stepping to the side, she dodges the blow, as the Garm tears through the part of her shadowy veil where she was standing a moment before.

More chittering can be heard, and the group spots a third garm slithering rapidly down the street towards them from the north, this one making no attempt to hide.
__________________________________________
Garm 1
Claw 1: 1d20 + 4 ⇒ (3) + 4 = 7 Miss
Claw 2: 1d20 + 4 ⇒ (9) + 4 = 13 Miss
Claw 3: 1d20 + 4 ⇒ (9) + 4 = 13 Miss

Garm 2
Claw 1 (charge, higher ground): 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18 Hit
Miss chance (1-20): 1d100 ⇒ 7 Miss

Okay, party is up for round 3!

Map


Female Half-Elf Expert/Summoner (Synthesist) Gestalt 1 l HP: 12 l AC: 10 [T: 10, FF: 10] l Fort: +3, Ref: +0, Will: +5 l Init: +0 l Per: +13 // Fused: HP: 12+6 l AC: 14 [T: 12, FF: 12] l Fort: +1, Ref: +2, Will: +5

Something bestial in Belinda sang out at the sight of the garm's shadowy blood. New and unwelcome instincts, compel her to finish off the weakened creature. But she fights these urges to her determent.

------------------------------------

Free Action: 5' to AB, 38
Full Attack action on the wounded garm.

Bite: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Miss Chance, Low Bad: 1d100 ⇒ 26

Claw: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Miss Chance, Low Bad: 1d100 ⇒ 64

Claw: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Miss Chance, Low Bad: 1d100 ⇒ 100

Active Effects: Mage Armor: AC 18


York moves up next to his shadowy companion, striking out at the new attacker with his heavy fist.

Move Action: Move to Z39
Standard Action: Attack enemy at Z40

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11
Miss Chance: 1d100 ⇒ 71

Active Effects: Mage Armour: AC 19


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

With a whirring noise, Geoffrey slashes repeatedly at the garm.

Claw #1: 1d20 + 4 ⇒ (13) + 4 = 17, Miss Chance (High is good): 1d100 ⇒ 79 for 1d6 + 3 ⇒ (2) + 3 = 5 S/B damage.

Claw #1: 1d20 + 4 ⇒ (2) + 4 = 6, Miss Chance (High is good): 1d100 ⇒ 71 for 1d6 + 3 ⇒ (5) + 3 = 8 S/B damage.


{HP 8/8 (5/5) | AC11 T11 FF10 CMD10 | F/R/W 0/1/4 | Inish +1 Per +6 SM +6 | XP:450} Female Human Expert 1

Stats:

THP 5/5
HP 8/8
AC AC 17 T11 FF16 CMD17)
F/R/W 0/1/4 (1/1/4)
Spells
1st - 1/2
Effects
Mage Armor

Oktavia sharpens the edges of the shadow, unconsciously knowing how to do so, and goes on the offensive, striking out towards the garm. The first claw misses due to the shadowy nature of the night, while the second fails to connect.

Claw: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Miss chance: 1d100 ⇒ 20

Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Miss chance: 1d100 ⇒ 66


Round 3

The badly wounded garm steps away from Oktavia and York, slashing out at Geoffrey with its three claws. All three of its claws impact on the alchemist's apprentice, but his new armored form completely protects him from harm. The claws simply screech along the surface of the magical material surrounding his body.

The second garm leaps off the roof, dropping like a striking hawk at Oktavia. The penumbra of shadows surrounding Oktavia flars as the shadow beast is about to impact her. Stepping to the side, she dodges the blow, as the Garm tears through the part of her shadowy veil where she was standing a moment before.

More chittering can be heard, and the group spots a third garm slithering rapidly down the street towards them from the north, this one making no attempt to hide.

Something bestial in Belinda sang out at the sight of the garm's shadowy blood. New and unwelcome instincts, compel her to finish off the weakened creature. But she fights these urges to her determent. Her teeth and claws catch nothing but the shadowy aura around the garm.

York moves up next to Oktavia, striking out at the new attacker with his heavy fist. His bronze knuckles rupture flesh as easily as paper, and his arm plunges into the beast up to his wrist. York snaps back into a fighter's stance, with a loud sucking noise as his fist withdraws from the gaping hole left in its wake. The garm thrashes and hisses loudly in pain, flinging shadow goop in arcs around it.

With a whirring noise, Geoffrey slashes repeatedly at their original attacker. His metallic claws shear clean through its already badly battered front section, sending the wormish creature's corpse into a series of death convulsions, before it curls up into a loop and lies still.

Oktavia sharpens the edges of her shadow, unconsciously knowing how to do so, and goes on the offensive, striking out towards the garm. The first claw misses due to the shadowy nature of the night, while the second fails to connect entirely with the wounded beast.

End of Round 3
--------------------------------
Being Round 4

The remaining wounded garm calls to its companion, while stepping back around York. The newcomer shadowbeast charges forward, slithering with incredible alacrity over the paving stones. In a coordinated attack, the two garms savage the old man turned bronze golem. He manages to fend off the first two claws, but then he runs out of arms to parry with. The wounded beast slams it's remaining two spikes into York's legs, piercing through his eidolon shell, and stabbing deep into his quadriceps. A cold numbness joins the massive wave of pain flowing up from his legs into his nerves.
___________________________________

Orange garm (charge, flanking) on York: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15

Red garm (flanking) on York: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Red garm (flanking) on York: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 Hit
Red garm (flanking) on York: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 Hit

Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
York fort save 1: 1d20 + 1 ⇒ (18) + 1 = 19
York fort save 2: 1d20 + 1 ⇒ (8) + 1 = 9 Fail
York, take a -2 penalty to your Dexterity score.

Round 4, go!

Map


Female Half-Elf Expert/Summoner (Synthesist) Gestalt 1 l HP: 12 l AC: 10 [T: 10, FF: 10] l Fort: +3, Ref: +0, Will: +5 l Init: +0 l Per: +13 // Fused: HP: 12+6 l AC: 14 [T: 12, FF: 12] l Fort: +1, Ref: +2, Will: +5

Slowly -- little by little -- her new instincts erode her reserve and dignity. While her slashing claws find nothing but shadow, her serrated maw bites firmly into the shadow beast.

----------------------------------
Full Attack on Red Garm

Bite: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Miss Chance, Low Bad: 1d100 ⇒ 42

Claw: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Miss Chance, Low Bad: 1d100 ⇒ 17

Claw: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Miss Chance, Low Bad: 1d100 ⇒ 12


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey steps forward, his limbs moving with mechanical precision, and unleashes two powerful blows upon the closest garm!

Claw #1: 1d20 + 4 ⇒ (8) + 4 = 12, Miss Chance (High is good): 1d100 ⇒ 54 for 1d6 + 3 ⇒ (1) + 3 = 4 S/B damage.

Claw #2: 1d20 + 4 ⇒ (13) + 4 = 17, Miss Chance (High is good): 1d100 ⇒ 21 for 1d6 + 3 ⇒ (6) + 3 = 9 S/B damage.

The creature manages to dodge the first, but the second catches it across the back with a solid 'thump'.


Rocked by the significant hit received from the claws of the shadowed beast, York lets himself be moved to the side, to get distance from one attacker, only to lash out furiously at the second.

5 ft Step: Move to Z38
Full Attack Action: Attack enemy at Y38 (Orange)

Slam 1: 1d20 + 4 ⇒ (11) + 4 = 15
Slam 2: 1d20 + 4 ⇒ (9) + 4 = 13

His massive fists connect with the charging beast, impacting with crushing force.

Damage 1: 2d6 + 3 ⇒ (2, 6) + 3 = 11
Damage 1: 2d6 + 3 ⇒ (5, 5) + 3 = 13
Total damage: 24

Active Effects: Mage Armour: AC 18 (Due to Dex damage).


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

@York: Just to nit pick, but technically, you took a 5' step, and then a 'full attack action'; otherwise, you would only make a *single* attack as a standard action.


Fixed.


The slam evolution only gives you one attack. Not one per limb. That’s why its damage is higher than the other one point evos. Also since it’s your only natural attack it does 1.5 times str damage.


When taken as a stand alone evolution yes, but if taken as a replacement to a free claws evolution, it replaces each with a slam attack.


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

The exact wording of the Slam evolution is:

An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

My reading of this (completely unofficial, of course, since I am not the GM) is that it replaces the two claw attacks with a *single* slam attack (since you can have one slam attack per pair of arms). Whilst this may seem like a down-grade, consider that it replaces the *two* claw attacks (which are not as good), with a single, more dangerous attack, freeing up 'attack slots' (since you are limited to a maximum of three attacks at first level) for other things, like gore attacks.


Yeah, he's right. Why do you think Angelo only had one slam attack in your Rigor Rictus Killfest game?

Average damage from two claws would be 10.5 (and both have to hit), average damage from your slam is 11, and it frees up one of your attack slots like Geoffrey pointed out. Not to mention as long as it's your only natural attack you get that sweet 3 for 1 from power attack too.

Here is one of many threads about it on the Rules Questions forum.

Just waiting on Oktavia's action now.


I think there are some significant flaws with interpreting the entry that way, and I think it reads pretty clearly that the slam is supposed to replace each of the claw attacks. I'll try to type out my point of view when I get more time, and I've had a chance to see if there is anything more official out there than the opinion thread cited above. Of course, this is Jelani's game, so he's the boss.

As I personally wouldn't think it worth it to spend an Evolution point to gain an average +1.5 damage at this level (and given that I can't use power attack at this level either), I'd like to change that detail, if I can. Well, not technically change his selection, but make the slam a straight buy as opposed to a replacement for his claws. The thread Jelani posted indicated it was legal to keep the claws and apply them to the legs instead. Though mechanically claws, to keep with the martial arts theme I'd like to make them claw blades that extend up his calves to be used via kicks, rather than traditional toe claws.

Since can have up to three natural attacks at this level, his second attack roll above would still work, it just needs a new damage, and a third attack roll for his other kick.

Claw 1 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Claw 2 Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Claw 2 Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Three hits instead of two, but the damage remains the same. Is this ok?


{HP 8/8 (5/5) | AC11 T11 FF10 CMD10 | F/R/W 0/1/4 | Inish +1 Per +6 SM +6 | XP:450} Female Human Expert 1

Stats:

THP 5/5
HP 8/8
AC AC 17 T11 FF16 CMD17)
F/R/W 0/1/4 (1/1/4)
Spells
1st - 1/2
Effects
Mage Armor

Oktavia's form shifts to the side, bearing a flank with Geoffrey against the creature. She lashes out with the shadows again, not quite sure she knows how she's doing it, letting some other feeling take control. One claw scores a hit on the shadow, but she recoils from the strike, a panic taking her for a moment.

5' shift to Z40, full attack on Red. Made an assumption on where Geoffrey went, if not to AB40, then subtract 2 form my attacks, please.

Claw 1: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Miss: 1d100 ⇒ 99

Claw 2: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Miss: 1d100 ⇒ 56


York wrote:

I think there are some significant flaws with interpreting the entry that way, and I think it reads pretty clearly that the slam is supposed to replace each of the claw attacks. I'll try to type out my point of view when I get more time, and I've had a chance to see if there is anything more official out there than the opinion thread cited above. Of course, this is Jelani's game, so he's the boss.

As I personally wouldn't think it worth it to spend an Evolution point to gain an average +1.5 damage at this level (and given that I can't use power attack at this level either), I'd like to change that detail, if I can. Well, not technically change his selection, but make the slam a straight buy as opposed to a replacement for his claws. The thread Jelani posted indicated it was legal to keep the claws and apply them to the legs instead. Though mechanically claws, to keep with the martial arts theme I'd like to make them claw blades that extend up his calves to be used via kicks, rather than traditional toe claws.

Since can have up to three natural attacks at this level, his second attack roll above would still work, it just needs a new damage, and a third attack roll for his other kick.

[dice=Claw 1 Damage]d4+3
[dice=Claw 2 Attack]d20+4
[dice=Claw 2 Damage]d4+3

Three hits instead of two, but the damage remains the same. Is this ok?

There's not an official clarification because one isn't needed (trust me I've looked for it). The use of the singular throughout along with it being the only one point evolution that does d8 damage make their intent pretty clear to me. It's easy to misread, which I also did the first time I took the evolution, but yeah...There is general consensus about how it works. It's almost always better to have one attack that does higher damage than a bunch of weak attacks. When it comes to DR, moving and attacking, etc. It might not be better for York at level 1, but in general it is. So it makes sense from a rules standpoint.

As for changing up your evolutions and putting claws on feet, and then using arms for a slam, that's fine. Either way your damage is massive overkill on it this round, even with only one slam ;)


Round 4

The remaining wounded garm calls to its companion, while stepping back around York. The newcomer shadowbeast charges forward, slithering with incredible alacrity over the paving stones. In a coordinated attack, the two garms savage the old man turned bronze golem. He manages to fend off the first two claws, but then he runs out of arms to parry with. The wounded beast slams it's remaining two spikes into York's legs, piercing through his eidolon shell, and stabbing deep into his quadriceps. A cold numbness joins the massive wave of pain flowing up from his legs into his nerves.

Slowly -- little by little -- Belinda's new instincts erode her reserve and dignity. While her slashing claws find nothing but shadow, her serrated maw bites firmly into the shadow beast. There is a squishing sound as her mouth fills with cold oily liquid and the Garm thrashes out of her teeth.

Geoffrey steps forward, his limbs moving with mechanical precision, and unleashes two powerful blows upon the closest garm! The creature manages to dodge the first, but the second catches it across the back with a solid 'thump', slicing the creature clean in two. It's two segments wiggle feebly on the pavement as its shadowy lifeblood leaks out into a thick puddle.

Rocked by the significant hit received from the claws of the shadowed beast, York lets himself be moved to the side, to get distance from one attacker, only to lash out furiously at the second. He slams his fists onto its back, cracking its spine. The beast lays there screeching until two swift kicks from the spikes lining York's feet put it out of its misery.

End Combat

Everyone can have 450 XP


Due to the powerful nature of synthesists and the fact that the enemies in this AP are generally reported to be weak, we'll be using the slow XP track. I put a tracker on the Campaign info tab.


York looks down at the remains of the vile night creatures. Taking a second glance to gauge the severity of his own wounds, he waves to the others, "Let's get going. We don't know if the sounds of that scuffle will bring anyone else, or anything else, over to investigate."


Male Human Dedicated Hero 2 (HP 12/12) (AC 14/14/10) (Fort +3, Ref +2, Will +5) (Init +2)

Geoffrey nods, with a whirring of clockwork.

"Agreed. Let's get out of here, *now*. We should keep going for our original destination."

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