DM Rah |
Take 5-Foot Step
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.You can take a 5-foot step before, during, or after your other actions in the round. Note: a move action is not considered movement.
You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.
Sark Mistfill |
hmmm boo then ouch that hurt :P
Sark Mistfill |
1d20 + 5 ⇒ (19) + 5 = 24
cant i use my acro to fall and take no damage? I had an image of Sark diving off the deck flipping in mid air and landing on his feet then tuck into a roll into the water with a dive and splash :) I also had to remind myself to turn off snake style, i could have rolled if i just said i was using you :(
Sark Mistfill |
Sark not built for head to head combat, but try telling HIM that!
Ugly Stranger |
Ugly wirelessly tries to pin the lookout man. CMB: 1d20 + 3 ⇒ (1) + 3 = 4
-Posted with Wayfinder
Ugly Stranger |
wordless
Ugly wirelessly tries to pin the lookout man. CMB: 1d20 + 3 ⇒ (1) + 3 = 4 -Posted with Wayfinder
-Posted with Wayfinder
Sark Mistfill |
Ugly why are you trying to pin a basically helpless foe?
DM Rah |
George and Alexaander move into better positions.
The Stranger continues wrestling with the lookout, but isn't able to pin him down.
Sark leaps the railing and scales down from the balcony, escaping Bengeirr's wrath but trailing blood.
Nicolae drinks a healing potion and Vanyel heals him further with a wand.
As the smoke clears, Bengeirr roars in rage at Sark. He steps to the edge of the balcony and directs his spiritual weapon at him again, then readies his greatsword. He has a ready action active.
Spiritual Weapon on Sark: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
INITIATIVE Round 7 - All PCs are UP!
George <=UP
Ugly <=UP
Alexaander <=UP
Sark <=UP
Nicolae <=UP
Vanyel <=UP
Bengeirr
Sark Mistfill |
swim: 1d20 + 6 ⇒ (20) + 6 = 26
Sark dives under the boat doors and swims out the other side moving as fast as he can away from the anger man.
So it says i can move 1/2 movement as full action so i assume i cannot do withdraw so i move 15 feet away. This will still put me inside the spell range by 10 feet(min) but if sword follows me out he loses sight of it and should return to him without getting an attack on me, i hope. I also got to ask as it may be important, does my style work when swimming :) Cause if doesnt and it gets an attack before i leave i may rethink my action.
spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
Alexaander Lightfoot |
If I have a shot
Alexander catches sight of Bengeirr as he moves to the rail and takes a shot.
Rapid shot: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Rapid shot: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 2d6 + 2 ⇒ (4, 6) + 2 = 12
George Demonspawn |
Waiting on confirmation of Sark's actions.
DM Rah |
The Stranger moves to the door and puts a bullet in Bengeirr. Alexaander then hits him with an arrow.
Sark dives into the water and swims out of sight. Bengeirr's ghostly weapon returns to his side.
INITIATIVE Round 7 - Continued...
Ugly <=acted
Alexaander <=acted
Sark <=acted
George <=UP
Nicolae <=UP
Vanyel <=declared action
Bengeirr
George Demonspawn |
Bengeirr, you have one chance to leave before we deal with you for your crimes against the Society. Ever heard of Count Ambras' Punishment? It's my specialty poison. It will leave your body a withered husk. Unable to move; but not deadly. If I cut you with my claws, you will likely end up paralyzed for life in a Society cell deep underground, destined to die having never seen combat for 30 years.
George uses his move action to poison a claw with poison before readying an attack if Bengeirr steps to attack him.
DM Rah |
Flee a battle? NEVER!" Bengeirr gestures and the ghostly greatsword jumps at George. He then calls upon the might and power of Gorum and a blast of invisible force rattles the area around the stairs.
Spiritual Weapon: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Sound Burst DC 14 for half damage, fail and stunned 1 round: 1d8 ⇒ 6
INITIATIVE Round 8
Ugly <=UP
Alexaander <=UP
Sark <=UP
George <=UP
Nicolae <=UP
Vanyel <=UP
Bengeirr
M's |
Ok.
Stepping forward Nicolae swings both his blades at the ulfgar.
Longsword: 1d20 + 9 ⇒ (19) + 9 = 28
Dmg: 2d6 + 7 ⇒ (1, 4) + 7 = 12
Shortsword: 1d20 + 8 ⇒ (5) + 8 = 13
Dmg: 1d8 + 4 ⇒ (8) + 4 = 12
Fort: 1d20 + 7 ⇒ (4) + 7 = 11
Crit Confirm: 1d20 + 9 ⇒ (14) + 9 = 23
Crit dmg: 2d6 + 7 ⇒ (1, 3) + 7 = 11
George Demonspawn |
George laughs as he dodges the spiritual greatsword easily. As you wish Bengeirr...
George steps towards Bengeirr and full attacks with his poisoned claws as he is blasted by a wave of sound from Bengeirr.
Claw: 1d20 + 11 ⇒ (20) + 11 = 31
Claw Confirmation: 1d20 + 11 ⇒ (4) + 11 = 15
Claw: 1d20 + 11 ⇒ (20) + 11 = 31
Claw Confirmation: 1d20 + 11 ⇒ (4) + 11 = 15
Fortitude Save: 1d20 + 6 ⇒ (20) + 6 = 26
George lets the sound wash over him as his claws land true on the ulfen.
Damage: 2d4 + 16 ⇒ (4, 2) + 16 = 22
Two doses of Count Ambras' Punishment: One on each claw.
DC 18 - 1 min. / 6 min. - 1 Dex Drain and Nauseated for 1 min. / 1d2 Dex drain and sickened for 1 min. - 1 save
So many nat 20s; O.O
Ugly Stranger |
Ugly reloads and fires. pistol: 1d20 + 6 ⇒ (15) + 6 = 21
dam: 1d8 ⇒ 7
-Posted with Wayfinder
Sark Mistfill |
1d8 + 1 ⇒ (7) + 1 = 8
Sark takes out wand and heals himself
Sark Mistfill |
sark heals again jumps out of the water, and skips back to the front of the warehouse with a big smile on his red face and the the lamp in his hand. His wet clothes hang off him making him look like a wet rat, at least the smell is better now....
"hey guys!" Sark squeaky voice pierces the darken warehouse, "O guess he didnt want to play nice." when he sees the body of the angry man.
1d8 + 1 ⇒ (8) + 1 = 9
Sark Mistfill |
Sark shrugs and skips down the street back towards Skelg house.
George Demonspawn |
George searches the warehouse and the ship for the Ulfen warriors's treasure.
DM Rah |
The warriors are all outfitted with basic chain shirts and greataxes. Bengeirr himself possessed half plate, a holy symbol of Gorum, and a very fine greatsword.
The balcony is set up as a small office, but there is also a cot set up here for Bengeirr. The goods stolen from Skelg’s vault are found here. There are carpets, urns, sculptures, and other works of art, weighing a total of 800 pounds and worth quite a sum of gold. There is also a box containing 2 potions that George easily identifies as cure moderate wounds.
This ship is a simple one-level longship with benches for rowers and a single mast. In the bottom of the ship are seven bodies tightly wrapped in sailcloth. They seem to be the remains of Bengeirr's warriors killed in the two raids on Greydog Manor. A mundane lantern of similar size and design to the Beacon of the North hangs from the prow of the ship. Tucked beneath one of the benches is a small, ornately carved oaken chest inlaid with gold and precious stones itself. Inside the chest are five potions that George is also capable of identifying as resist energy (cold) 30.
Taking the lantern and all the treasure back to Skelg, you are greeted at the door by Tyros, who immediately takes you back to his master's bedside.
"Y-you have f-found it then? Yes, I s-s-see it there. And my f-fortune as well! I p-p-promise you will b-be rewarded, regardless of m-my fate. Q-q-quick, s-see if y-you c-can open the p-p-portal and find the s-source of this curse."
George Demonspawn |
George readies to cross into the portal and solve the curse. He gives Mr. Chips, his monkey, the potion of cold resist to hold.
Sark Mistfill |
On the way back Sark picks up a Cold Weather Outfit then puts it on while we ready to enter the portal. He will ask for one of the cold resist potion if there is one left saying "It had to be cold....."
DM Rah |
As you step through the portal, you find yourself in a strange ice-cave. Sunlight filters through the walls and ceiling, and three braziers give some warmth to this otherwise chilly space. Directly ahead of you, a tunnel leads through the ice, sloping steeply downward. Behind you, a shimmering portal hangs on what appears to be a main mast embedded in the ice. Following the mast downward, you can barely make out the blurry outline of a ship’s deck below.
The area is severely cold. (Read Cold Dangers below)
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F)must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
MAP UPDATED
Sark Mistfill |
Sark moves up slowing and quietly watching out for dangers.
take 10 steath
Sark Mistfill |
well looking at spell and rules for potion Sark can make a check and tell you about 10 mins
1d20 + 7 ⇒ (6) + 7 = 13
DM Rah |
The sloped tunnel is slippery, but after a long curve it suddenly opens into another cave at the rear deck of a ship. More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck. A large drum stands on the deck, and behind it is a trapdoor leading into the hold.
MAP UPDATED
Sark Mistfill |
Does that mean we can buy one of these at end of adventure ;)
Vanyel |
Since the five potions have already been spoken for, Vanyel will instead buy a scroll of endure elements on the way back to Skelg's, if that's OK. He'll read it before entering the portal.
Spending 25 gp on scroll.
"Let me see about the magic here." Vanyel casts detect magic and looks around the area for auras.
Spellcraft check, if necessary: 1d20 + 9 ⇒ (3) + 9 = 12
Sark Mistfill |
Sark still has lamp, anyone want to look at it to see what it does?