GM Demonmoose |
You can rest up and become Level 5. You can also rest up at Redtooth's, your base, or the Steel Hawks.
"Yeah, you guys should definitely get some rest. You took out the Smiler boss after all." She hands Sarainy a few circular grenades and the detonator. "No reason for you to come back here. I mean, no one has come back from the haunted canyon but I'm sure you guys can do it."
Redtooth dispatches a few ratfolk to clean up some of the mess inside the Smiler HQ. After helping, it is still fairly dirty and the stench of blood and smoke fills some of its halls. Any bodies have been buried in the back.
Where do you rest? Also, in the morning what do you do?
Dr. Lendaro |
After inspecting the rats' job of cleaning, Dr Lendaro further scrubs an area of the base, and sets up his bedroll for the night. He takes a bit of time first to set up an ion tape tripwire a little more than five feet from his bedding.
In the morning he meditates on a couple of epiphanies he'd experienced during the night.
craft traps: 1d20 + 14 ⇒ (14) + 14 = 28
setting up in the northwest corner of H2
Sarainy Malki |
Sarainy takes the explosives and carefully passes them on to Uran.
"You know far more about this stuff than I do, best you keep hold of them."
Once they head off to their new HQ, previously Smiler HQ, she gets to work using Prestidigitation to scrub and clean the floors. While magically enchanted mops do all the hard work , Sarainy pens into her book, writing more of her since now long abbandoned novel.
She does not like this place... The smell enough makes her nose wrinkle. Knowing of the atrocity committed here only adds to her uneasiness.
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Sarainy Malki |
Sarainy gets up and stretches her legs, walking through their new HQ. Upon reaching the living quarters, she casts Prestidigitation and leaves the magic to clean them up some more.
Once Lendaro is done with his meditations she Sarainy approaches him and says, "Not sure about you good Doctor, but clearing out somewhere to sleep and put an actual bed would be fantastic."
Chewing her lip she adds, "Couldn't help but notice the trap you set up last night... do you think we could put a number around our base to keep away intruders while we are out and about?"
Once the full group is up and about Sarainy proposes an idea.
"I think we should sell off some of this gear we are lugging around. Not sure about you guys but I'm not even sure what half of it does! Then perhaps we can find somewhere in this 'town' to buy some new gear... maybe Dinvayav in the Clockwork Chapel could point us in the right direction?"
Could really do with some better gear at this point!
Dr. Lendaro |
Dr Lendaro responds to Sarainy with mild shrug and nod. "Hmm I could... it would take some time to craft traps which could be set daily, but likely worth the effort."
Regarding the unclaimed spoils... "Excellent idea. I'm certainly not opposed to the idea of properly arming ourselves before facing this manticore Rakdon is so eager to take on."
Uran Folker |
Looking over the collection of firearms the group has accumulated, Uran states, "I could probably fix most of these weapons, if you wanted. Get a better price if they were cleaned up and such. Also, Dr. Lendaro I could modify your pistol to be able to fire more...an extra barrel would come in handy!"
Dr. Lendaro |
know(local): 1d20 + 9 ⇒ (14) + 9 = 23
"We'd do best selling in Torch of course. Hmmm...." He pauses his pondering when Uran offers to modify his weapon.
"Well then why stop at two? By all means feel free to tinker with any of the other pistols... you do admirable work from what I've seen. "
Sarainy Malki |
Oh my apologies, not played an Adventure Path before. Is it typical to only buy and sell mass quantities of loot between books?
"Really, back to Torch... That is a fair way to go." Sarainy replies. Nodding her head for a moment in thought, she seems distracted.
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Thera Flidais |
Thera looks largely unconcerned with the weaponising discussion that is going on. "No issues at my end", she remarks with a happy smile "I think its pretty hard to make my fists do more damage than they do already!"
Sarainy Malki |
Where/how exactly did we learn about the Manticore and it's lair?
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GM Demonmoose |
When you are ready to set off, Rakdon leads the party to the Manticore's lair. You find a cave "built" into the mounds of junk. Bones and waste clutter the cave, until you reach a cliff where a large nest made of debris, junk and barbed wire sits. The manticore is nowhere to be found, bu there are shiny things hiding inside the nest.
Sarainy Malki |
Knowledge (Arcana) to remember as much as I can about Manticores
Knowledge (Arcana): 20 + 7 = 27 Lore Master 1/day take 20 on a Knowledge skill check as a Standard action.
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Dr. Lendaro |
Dr Lendaro pokes through the debris in the nest, then takes in the surroundings... "Should we lie in wait? Set up some sort of ambush?"
perception shiny objects in nest: 1d20 + 9 ⇒ (2) + 9 = 11
GM Demonmoose |
As you are waiting glancing at the nest, with no one entering to take a look, time passes and a large creature flies above the exposed nest. It has the face of a man, lion's body, wings and a tail with spikes. Green ooze froths from its mouth and its body is filled with scars. It roars down at you.
"Who dares to enter my nest?"
Thera Flidais |
"IT IS I, THE MIGHTY THERA FLIDAIS", the warpriest bellows back, not the least bit cowed by the creatures entrance. "IS THIS THAT PATHETIC, COWARDLY MATACORE?"
Might as well have fun with this.
Sarainy Malki |
Wow, very different to the Smoker HQ. Seems like we are ready to have fun with this! Sarainy thinks to herself.
"Time to remove yet another blight from this wretched place." she grins.
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GM Demonmoose |
The manticore roars, green acid spilling from its mouth.
It is 30 feet above the nest.
Lendaro's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Linpul's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Rakdon's Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Sarainy’s Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Solaria's Initiative: 1d20 - 1 ⇒ (10) - 1 = 9
Tetsuda's Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Thera's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Uran's Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Enemy Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
1. Rakdon, Tetsuda
2. Manticore
3. Lendaro, Linpul, Sarainy, Solaria, Thera and Uran
Rakdon and Tetsuda's turn.
Rakdon Tripus |
I will fire an acid arrow at it hit: 5 + 1d20 ⇒ 5 + (19) = 24 vs touch and flatfooted since I go first
dmg: 2d4 ⇒ (1, 2) = 3 acid
and it will continue to take dmg for 1 round as described.
GM Demonmoose |
Tetsuda decides to stay near the rest of the group, protecting Linpul for now.
Rakdon fires a greenish arrow from his hands at the manticore. It strikes him in the chest, adding a small scar to its mass of scars.
(3) Acid damage to Manticore. Surprising that Rakdon used acid, when I said there was acid coming out of its mouth. Also surprising that it isn't immune or resistant to acid.
Enemy turn.
GM Demonmoose |
Fly: 1d20 - 1 ⇒ (2) - 1 = 1
The manticore drops downward 10 feet (20 feet above the nest), roars and whips its tail forward. Large spikes fly from its tail, flying at the party below.
Spike v Sarainy: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 5 ⇒ (5) + 5 = 10
Spike v Uran: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 5 ⇒ (2) + 5 = 7
Spike v Lendaro: 1d20 + 9 ⇒ (9) + 9 = 181d6 + 5 ⇒ (1) + 5 = 6
Spike v Thera: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 5 ⇒ (5) + 5 = 10
Possible damage, 10 to Sarainy, 7 to Uran, 6 to Lendaro and 10 to Thera.
Everyone's turn.
Dr. Lendaro |
Dr Lendaro moves past Uran and Sarainy, and fires. He immediately wills another round into the chamber.
binding shot vs touch AC: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
damage: 1d1 + 1d1 + 3 + 1 ⇒ (1) + (1) + 3 + 1 = 6 + entangled. DC16 Str or Escape Artist to free as a move action.
Uran Folker |
Current HP: 37/44
Grunting in pain as the spikes penetrate his armor, Uran fires as the creatures swoops down at them.
Attack-ranged touch: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Sarainy Malki |
Current hp 27/37
Sarainy moves into cover, drawing and stringing her short bow as she does so. Unfortunately the spines from the manticore's tail strike her back before she gets into position.
With a cry of pain Sarainy calls out to Thera, "Sorry sweet, can't help you there!"
Once into cover, she casts Heroism upon herself.
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GM Demonmoose |
Actually, it looks like they might be gone.
Solaria, Tetsuda and Linpul stay in the cave, having limited ranged abilities. "Get down here!" Linpul shouts.
Fly: 1d20 - 1 ⇒ (5) - 1 = 4
The manticore hurls four more spikes at the party, sharpened, corroded, hardened bone-like material that pierces the air.
Spike v Lendaro: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 5 ⇒ (3) + 5 = 8
Spike v Sarainy: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 5 ⇒ (1) + 5 = 6
Spike v Uran: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 5 ⇒ (1) + 5 = 6
Spike v Thera: 1d20 + 9 ⇒ (7) + 9 = 161d6 + 5 ⇒ (1) + 5 = 6
Everyone's turn.
Possible damage: 8 Lendaro, 6 Sarainy, 6 Uran, 6 Thera.
Thera Flidais |
Current HP: 37-->21
If it takes dmg then it needs to make a fly check each time or drop 10 feet. If we can keep hitting it it will land on the ground and our melee characters can take it down.
Thera will hold and see if it drops further, if it doesn't then I'll start healing.
Sarainy Malki |
Good to know, was going to do a performance... but if we just need hits in the thing to bring it down, I'll go for damage!
As the manticore's spiny bolt digs deep into her leather armour, Sarainy is eternally grateful to the tanner in Magnimar who sold it to her.
"Thera is right, we need to ground this thing if we want to stand a chance. Up in the air it has the advantage, let's bring him down."
Using her new found talent of channeling her magic into her shots, Sarainy fires off two rapid shots straight at the roaring beast. As the arrows leave her bow they infuse with magical energies, glowingly yellow gold like the light of Sarenrae herself.
Buffs: Heroism - +2 morale bonus on attack rolls, saves and skill checks.
Swift Action: Arcane Strike - For 1 round +2 damage and weapons count as Magic for overcoming DR.
Full Round Action: Rapid-Shot - Full Round Action can take extra shot but all shots are at -2, Point-Blank Shot - Ranged attacks within 30ft. are +1 to hit and +1 damage.
Composite Shortbow #1: 1d20 + 9 ⇒ (13) + 9 = 22 +1 adaptive (+2) composite shortbow, Rapid Shot extra attack but -2 for all attacks, Point-Blank Shot +1 attack and damage, Arcane Strike +2 damage and attacks are magic (swift action), Precise Shot no penalty for shooting into melee, cold-iron arrow, Heroism +2 to hit
Damage #1: 1d6 + 6 ⇒ (3) + 6 = 9
Composite Shortbow #2: 1d20 + 9 ⇒ (1) + 9 = 10 +1 adaptive (+2) composite shortbow, Rapid Shot extra attack but -2 for all attacks, Point-Blank Shot +1 attack and damage, Arcane Strike +2 damage and attacks are magic (swift action), Precise Shot no penalty for shooting into melee, cold-iron arrow, Heroism +2 to hit
Damage #2: 1d6 + 6 ⇒ (1) + 6 = 7
These shots both count as Magic for overcoming damage reduction.
Uran Folker |
Current HP: 31/44
Another volly of spikes pierces the gnomes armor and he winces as one of them nicks his leg.
He sights down his weapon and fires another round at the flying monster.
Attack-ranged touch: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Sarainy Malki |
"Nice shot, Uran! Looks like you caught him square in the shoulder." Sarainy calls to him.
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