GM Ariarh |
Combat Manoeuvre to trip with reach weapon/Guisarme on flatfooted Riley: 1d20 - 1 ⇒ (11) - 1 = 10 vs Riley's CMD (13) Fails
Combat Manoeuvre to trip with reach weapon/Guisarme on flatfooted Riley: 1d20 - 1 ⇒ (20) - 1 = 19 vs Riley's CMD (13) Succeeds
As soon as Riley stepped foot into the cave, on the rubble-strewn square at the entrance, he felt the swing a weapon come at his feet in an attempt to trip him. The first one failed to connect, but then a second attempt was made from the other side and this time, the rogue was swept off his feet by the manoeuvre.
Enemy won the surprise round.
Riley, I'll need you to make a Reflex Save at this time, please. I'll let you know the result once you've made the check. Thanks. We'll go into Initiative straight after.
Felix Bramblethorn |
Felix growls as he sees Riley get swept off his feet, promising swift death to those with the temerity to attack his friend.
GM Ariarh |
Riley's keen reflexes save him from stumbling and the rogue manages to stay upright upon the rubble square before the dark water pool.
GM Ariarh |
Adventurers' Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Enemy 1's Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Enemy 2's Initiative: 1d20 - 1 ⇒ (10) - 1 = 9
Enemy wins initiative so they go first and then the Adventurers.
Round 1: Enemy
Upset that the intruder managed to stay on his feet, Kobold 1 tries to trip him anew with his guisarme.
Combat Manoeuvre with reach weapon on Riley: 1d20 - 1 ⇒ (12) - 1 = 11 vs Riley's CMD (16), but fails in the attempt.
Kobold 2 uses his reach weapon to attack Riley.
Melee Attack with Guisarme: 1d20 + 1 ⇒ (16) + 1 = 17
Damage, if hits: 1d6 - 1 ⇒ (5) - 1 = 4
And manages to hit Riley for 4pts of damage. Riley's at 15/19 HP now.
One: 1d20 ⇒ 10
Two: 1d20 ⇒ 14
Three: 1d20 ⇒ 17
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Riley, toss me up a Perception check at this time please before you take action in Round 1 (it can be rolled in the same post).
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* Round 1: Adventurers are up! * Remember it's difficult terrain in the tunnel you're in and the entrance (5ft) before the pool (where Riley is currently standing). Please also remember and note how many spells, bombs, healing, archaeologist's luck etc you have remaining this day. Can you please post a 'current status' spoiler at the end of your round actions.
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t run or charge across difficult terrain.
Riley "Lucky" Rylin'dar |
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Acrobatic vs tumble through enemy (5+CMD): 1d20 + 12 ⇒ (12) + 12 = 24
Riley attempts to tumble through the enemy on his left to allow the others to move up. He waits for Felix to threaten then attacks the one between them. "Felix move up. They can't attack you until after you attack them."
mwk elven curve blade/guidance/flank: 1d20 + 6 + 1 + 2 ⇒ (7) + 6 + 1 + 2 = 16
Damage: 1d10 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11
GM Ariarh |
Felix can only move up 15 ft due to difficult terrain (this round). If you move on the other side of Kobold 1, Felix won't be in flanking position with you as that would mean he'd have to move 20 feet (the kobold is 10ft from entrance due to his reach weapon). So, you won't be able to get the flanking bonus in this round.
Unfortunately, Riley's strike misses and the kobold remains hale.
You think you see some movement/ripple in the dark water of the pool. You even notice what appears to be a shell just peeking out of the water for a second before it goes out of sight.
Round 1: Felix, Braylee, Rhia, Emarthine and Nighttail on Hak to go.
Riley "Lucky" Rylin'dar |
It is hard to tell the way the grid works with the tokens. I thought they were on either side of him.
Felix can actually double move up to 30', so I still could get the flank. If they are 5' off the hard corner, he would take AOOs though.
GM Ariarh |
I didn't think you could double move over difficult terrain.
And yes, they will be able to take AoOs due to their reach weapons. I hope to see what Felix posts for his action this round and then I will respond to him and you, Riley.
Note to all: The ceiling here is at most 5ft tall (I mentioned low ceiling in my description), so you're hunched/crouching, thus -2 to all your attacks. Riley, I don't think you took that into consideration in your recent roll. I should have have restated that it in my earlier ooc instruction - apologies.
Riley "Lucky" Rylin'dar |
I remembered it, but thought since it was a larger cavern that it may have a higher ceiling (since you didn't mention anything about it).
You can double move. You can't 5' step, charge, or run.
GM Ariarh |
My narrative to Riley did mention a low-ceilinged cavern. I just didn't follow up with the OOC instruction/reminder, unfortunately. As to Felix, go ahead and bot his character this round but the bard will cop the AoOs. I'll post something at a more decent hour - way too early for me to be up and posting. Thanks, Riley.
GM Ariarh |
Alright about the double move over difficult terrain.
Botting Felix in Round 1
Felix hears Riley's instruction and moves up (20ft) into position on the other side of the kobold (#1), opening himself up to attack as he moves past the kobokds with their reach weapons on either side of the entrance.
Double move this round. Map adjusted.
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As he moves through the rubble-strewn square between the kobold's reach weapons, he is immediately attacked as he tries to move through the threatened space to get into position with Riley.
Kobold 1's AoO on Felix: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Damage, if hits: 1d6 - 1 ⇒ (3) - 1 = 2
Kobold 2's AoO on Felix: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Damage, if hits: 1d6 - 1 ⇒ (5) - 1 = 4
Kobold 1's attack misses. Kobold 2 manages to hit Felix and he takes 4 pts damage. Felix's HP 12/16 currently.
Once Felix is in place, Riley attempts to utilise the opportunity of flank to score a hit on the kobold between them. Unfortunately the combination of the kobold's armour and natural defenses, plus the low-ceiling make it difficult to hit the creature. Riley's attack just misses.
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Round 1: Braylee, Rhia, Emarthine and Nighttail are up. -2 to all attacks inside this cavern. Difficult terrain is still in play for those in the tunnel.
Braylee Mulciberus |
Frost bomb/PBS/Guidance: 1d20 + 6 + 1 + 1 - 2 ⇒ (18) + 6 + 1 + 1 - 2 = 24
Damage/PBS: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Braylee moves up behind Felix and throws a bomb at the Kobold by himself. She is hoping the Kobolds do not have the ability to attack her as she creates and throws the bomb.
Frost Bomb DC 15 Fort or staggered.
GM Ariarh |
AoO on Braylee: 1d20 + 1 ⇒ (2) + 1 = 3
Damage, if hits: 1d6 - 1 ⇒ (2) - 1 = 1
but the kobold (#2) fails rather dismally to strike the alchemist with its guisarme and she remains unscathed.
Braylee's bomb hits true and the kobold (#2) suffers great damage. It is bleeding profusely and barely standing at this point. (9 pts damage to Kobold # 2)
Fort save (DC 15): 1d20 + 2 ⇒ (16) + 2 = 18 (Succeeds and isn't staggered.)
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Round 1: Rhia, Emarthine and Nighttail to go.
GM Ariarh |
Botting Rhia in Round 1
Rhia hears the commotion coming from the end of the tunnel/passageway and steadily moves along the rubble-filled ground to get closer to her companions in front.
Double move for Rhia at this time.
Round 1: Emarthine & Nighttail with Hak.
Both Elf and Kobold move down the passageway, to close the gap between themselves and the adventurers in front. Emrathine slips just past/in front of Rhia and Nighttail stays in the rear with Hak.
Double move for each.
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Top of the Round 2: Enemy up!
The very injured kobold (#2) raises its guisarme and strikes at Braylee in a last ditch effort,
Melee attack with Guisarme: 1d20 + 1 ⇒ (20) + 1 = 21
Damage, if hits: 1d6 - 1 ⇒ (5) - 1 = 4
Confirm Crit: 1d20 + 1 ⇒ (17) + 1 = 18 (Confirms)
Damage, if hits: 2d6 - 2 ⇒ (2, 6) - 2 = 6
and heavily injures the alchemist. Braylee takes 10 pts of damage. (Braylee's current HP 7/17)
---
Kobold #1 steps up diagonally 5ft and strikes at Felix,
Melee attack with Guisarme: 1d20 + 1 ⇒ (18) + 1 = 19
Damage, if hits: 1d6 - 1 ⇒ (4) - 1 = 3
and the catfolk bard takes a further 3 pts of damage. (Felix's Current HP 9/16)
From its stealthy position by the water's edge, a cranky snapping turtle (the size of a heavy shield) moves/raises itself onto the rock lip and tries to bite Felix,
1d2 ⇒ 2
1. Braylee
2. Felix
Bite Attack on Felix: 1d20 - 1 ⇒ (12) - 1 = 11
Damage, if hits: 1d6 - 1 ⇒ (6) - 1 = 5
but its strong jaw cannot bite through the catfolk's armour.
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Round 2: Adventurers are up!
Rhialtyra Sunaki |
Unhappy with how quickly her companions were becoming injured, Rhia carefully noted the attackers to exclude them from her channel and began to channel positive energy to heal her allies.
Channel Positive Energy: 1d6 + 1 ⇒ (4) + 1 = 5
Total Used:
1st level spells 2/5
Lay on Hands 2/5
Channel Positive Energy 1/5
GM Ariarh |
Braylee and Felix both receive 5 pts of healing. Braylee is now at 12/17 HP and Felix 14/16 HP.
Round 2: Riley, Felix, Braylee, Emarthine and Nighttail to go.
Felix Bramblethorn |
Felix, annoyed at the attacks, returns the attacks with vigor.
5' step then Rapier attack vs kobold near Riley, activate luck: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 171d6 + 2 ⇒ (2) + 2 = 4
GM Ariarh |
Felix, there's a -2 penalty to all attacks in this low-ceiling cavern for future reference. Even taking the penalty into consideration, your attack hits and Kobold #1 takes 4 damage and is still standing.
Felix Bramblethorn |
Oops sorry! Felix will put on the cone of shame...
Riley "Lucky" Rylin'dar |
Riley 5' steps into a flank with Felix. He attacks the Kobold between them.
mwk elven curve blade/flank: 1d20 + 6 + 2 - 2 ⇒ (17) + 6 + 2 - 2 = 23
Damage: 1d10 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
GM Ariarh |
Riley hits the kobold (#1) hard and seriously injures it. But it remains standing (just).
Round 2: Braylee, Emarthine and Nighttail to go.
Emarthine Willoway NPC |
Round 2
Noting Braylee move to the side to give her passage, Emarthine moves down and and stands before the bleeding kobold (#2).
She ferociously attacks the creature with her scythe,
Power Attack with M/W Scythe attack on Kobold 2: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
Damage, if hits: 2d4 + 5 ⇒ (3, 3) + 5 = 11
and cuts deeply into the creature and it falls fast; a deep pool of blood forming around the creature.
(Kobold # 1 is down.)
Nighttail with Hak remain in the back, guarding the rear of the tunnel and the female healer before her/them.
Total Defense for full round action.
End of Round 2.
GM Ariarh |
Round 3: Enemy up!
The injured kobold (#1) swings its guisarme at Riley.
Guisarme Attack on Riley: 1d20 + 1 ⇒ (6) + 1 = 7
Damage, if hits: 1d6 - 1 ⇒ (2) - 1 = 1
and swings wide and misses.
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The snapping turtle (#1, on the rock lip) which previously tried to bite at Felix, tries to bite Braylee.
Bite Attack on Braylee: 1d20 ⇒ 13
Damage, if hits: 1d6 - 1 ⇒ (3) - 1 = 2
but it cannot get through her defences. It swiftly pulls its extremities and head back inside its shell.
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A second stealthy, cranky snapping turtle (the size of heavy shield) slides up on the rock lip and tries to bite Emarthine.
Bite Attack on Emarthine: 1d20 ⇒ 12
Damage, if hits: 1d6 - 1 ⇒ (5) - 1 = 4
but it too cannot bite through her armour.
Round 3: Adventurers are up!
Braylee Mulciberus |
Braylee five foots towards Felix again to get out of the turtle's reach. She lobs a frost bomb at the closest turtle, trying to splash damage on the othe turtle as well.
Frost bomb/PBS vs touch AC: 1d20 + 6 + 1 - 2 ⇒ (9) + 6 + 1 - 2 = 14
Damage/PBS: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
DC 15 Reflex vs 5 splash damage for the other if it hits the first one. DC 15 vs fort for the main guy on a direct hit or staggered.
Felix Bramblethorn |
Felix takes the opportunity to attack the flanked opponent as well, hoping to finish him off. Dropping his rapier he goes to work, lashing out with his suddenly unsheathed razor sharp claws.
Claw, Claw; with arch luck and flanking: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 241d4 + 2 ⇒ (4) + 2 = 61d20 + 5 + 2 + 2 ⇒ (20) + 5 + 2 + 2 = 291d4 + 2 ⇒ (3) + 2 = 5
Claw crit confirm: 1d20 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 111d4 + 2 ⇒ (3) + 2 = 5 Boo! lol
GM Ariarh |
The frost bomb hits the snapping turtle closest to Braylee even with its body parts inside its shell.
Fort save (DC 15) for Snapping Turtle #1: 1d20 + 1 ⇒ (10) + 1 = 11 Snapping Turtle #1 takes 6 pts of damage to its shell (very wounded) and is staggered on its next turn.
Reflex Save (DC 15) for snapping turtle #2 vs splash: 1d20 + 1 ⇒ (20) + 1 = 21 Succeeds. Takes half damage.
Reflex Save (DC 15) for Emarthine vs Splash: 1d20 + 2 ⇒ (2) + 2 = 4 Fail
Snapping Turtle #2 takes 2 splash damage and Emarthine takes full 5 splash damage (Emarthine is also 5ft from the target).
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Felix, you forgot to include the -2 penalty to your attacks, but both still hit.
Felix savages kobold #1 with his claws and the creature drops to the ground, dying/heavily bleeding from all its wounds. (Felix, you have one more round of Lingering Performance.)
GM Ariarh |
Round 3: Emarthine
An newly injured Emarthine grimaces and swings her scythe and attempts to attack the gravely injured kobold before her once more.
M/W Scythe Attack on Kobold #2: 1d20 + 3 ⇒ (5) + 3 = 8
but her injured arm fails her and she misses the kobold.
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Botting Rhia in Round 3
Rhia moves forward 10 ft and lays her hand on Emarthine.
LoH: 1d6 + 1 ⇒ (5) + 1 = 6
and heals all the damage Emarthine received from the splash.
Rhia's Lay on Hands 3/5.
Round 3: Nighttail & Hak
Nighttail and Hak move up 10 ft and remain in a total defensive stance, protecting the rear for now.
End of Round 3
GM Ariarh |
Top of Round 4: Enemy!
The heavily injured kobold #2 swings its guisarme at Emarthine.
Guisarme attack on Emarthine: 1d20 + 1 ⇒ (14) + 1 = 15
Damage, if hits: 1d6 - 1 ⇒ (6) - 1 = 5
but it just misses the druidess and she remains unscathed.
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The snapping turtle #1 simply remains defensive inside its shell, very badly wounded and staggered. (Total Defense as standard action)
Snapping Turtle #2 tries to bite Emarthine, again.
Bite Attack on Emarthine: 1d20 ⇒ 7
Damage, if hits: 1d6 - 1 ⇒ (2) - 1 = 1
but it misses and it pulls its extremities inside its shell to protect itself.
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Round 4: Adventurers are up! Kobold #1 is down and dying. Kobold #2 is seriously injured (barely standing up). Snapping Turtle #1 is seriously injured. Snapping Turtle #2 is mildly injured. Note the -2 penalty to all attacks, adventurers.
GM Ariarh |
My error re the splash on Emarthine. Rhia, your Lay on Hands is still at 2/5 uses this day. As to Rhia's botted action - there isn't much she can do at present, so she moved forward 10 ft and then went into Total Defence for last round's action. Thanks.
GM Ariarh |
If Felix and/or Rhia do not post tomorrow, one of the other players can bot them in Round 4. Please Note: Felix dropped his rapier to the ground last round to use his claws to attack. Felix has a round of Lingering Performance remaining. Thanks, kindly.
Emarthine Willoway NPC |
Round 4
Emarthine determined to end the injured kobold opposite her, before it does any damage to her companions, ferociously strikes at it with her scythe.
Power Attack with M/W Scythe on Kobold #2: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
Damage, if hits: 2d4 + 5 ⇒ (4, 2) + 5 = 11
and the kobold falls beneath her assault, landing hard and bleeding out on the cavern floor.
Emarthine then moves down 5 ft to make room for the others.
Two snapping turtles on rock lip remain. Both are now inside their shells. Snapping Turtle #1 is very badly injured. Snapping Turtle #2 is mildly injured.
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Round 4: Riley, Braylee, Felix, Rhia and Nighttail to go.
DM Immortal |
Felix, you forgot to include the -2 penalty to your attacks, but both still hit.Felix savages kobold #1 with his claws and the creature drops to the ground, dying/heavily bleeding from all its wounds. (Felix, you have one more round of Lingering Performance.)
CURSES!!! Back in the cone of shame i go :-(
Felix Bramblethorn |
Felix steps up to the closest turtle and lashes out with his claws again.
1d20 + 5 + 2 - 2 ⇒ (17) + 5 + 2 - 2 = 221d4 + 2 ⇒ (3) + 2 = 51d20 + 5 + 2 - 2 ⇒ (18) + 5 + 2 - 2 = 231d4 + 2 ⇒ (2) + 2 = 4
GM Ariarh |
Felix slashes at the shell of Snapping Turtle #1 but the claws do not harm the defensive reptile safely tucked inside.
GM Ariarh |
Rhia's player is unable to post tonight and has asked to be botted.
Botting Rhia in Round 4 & taking Nighttail's action
Seeing the two turtles the size of shields on the rock edge of the pool, Rhialtyra mindfully steps forward 10ft until she is off the rubble and near to Emarthine. She keeps to the edges of the rock wall, even with the snapping turtles currently in their shells.
Nighttail and Hak continue to move up also (15 ft) and look upon the two snapping turtles inside their shells and they do not kill them because if Nighttail is to take over the tribe, they will need the turtles.
Combat has ended for now, if the group means to simply move away from the pool/snapping turtles and out of this cave. Please let me know what actions or movement you will take.
The group notice that there are three tunnels leading from this cave. One tunnel to the west (near Emarthine) and two tunnels in the south.
GM Ariarh |
Your party decides on taking the bottom right tunnel and you move down and draw closer to the entrance. As you enter the tunnel you can see before you a locked wooden gate. Riley casts his eyes around the gate and opening and can see no traps.
To open the gate, you can either pick the lock - I'll need a Disable Device check (DC 14), or, you can try smashing down the gate (simple wooden door) and I'll need a STR check (DC 13).
GM Ariarh |
Riley deftly works at the lock with his tools and it does not take him long to open the lock and push open the gate.
The dancing lights move ahead and around the group as the group moves down into a dry cave.
There, at the very end, you discover a large number of weapons stashed in neatly ordered stacks and piles. You hazard a guess that this is the Blood Vow's armoury and Nighttail readily confirms it.
The weapons and armour are all small-sized and include: 12 spears, 120 sling bullets, 4 slings, 3 suits of leather armour, 3 wooden shields and 2 bows. At the very top of one of the piles you note what appears to be a masterwork cold iron longsword designed for a medium-sized wielder. Nighttail tells you that the longsword was captured a long time ago and never used for it is too unwieldy for the kobolds.
"You haven't much usse for the ssmaller weaponss and armour, sso leave them for my people. You can take the fine longssword ass my thankss, for it'ss forged for one of your kind."
Riley "Lucky" Rylin'dar |
Riley takes the medium sword and leaves the rest. "We should definitely leave the weapons for your people." He smiles at the Kobold and leads the group back to the snapping turtle room. After asking Rhia to cast guidance on him, he takes the other southern tunnel.
Perception/Guidance: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 +1 vs traps
GM Ariarh |
Perhaps Rhialtyra can appraise the sword (DC 20) for your party.
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The party moves back out of the armoury and down the other (southern) tunnel. Riley can see no traps. With two of the dancing lights in front, you come across a single small pallet heaped with furs against the south wall of this cave.
An aged kobold, his green scales dull and his eyes shut tight, lies on the pallet, clutching something in his hands. Suddenly his eyes flutter open revealing milky blind orbs. He opens his mouth to speak in raspy voice, the s's sounding like soft hisses in the cavern.
"I can tell by your scent that you are strangers here. If my nose tells the truth, you bring the destruction I foretold. Good...good. I had hoped to see our ruin before journeying to the afterworld, but I will settle for listening to it. I am Jakkol, once priest of the Blood Vow tribe and now cast aside. Beware the scaly beast, strangers. He seems to speak reason, but his words are poison. And his bats, the ones he called from the darkness...they are harbingers of lunacy and chaos... Dread Lord Aeteperax will surely be your doom as he has been ours."
As the last word of the cryptic and ominous message is uttered, the venerable kobold male falls back on the pallet, unmoving. In his still hands there appears to be a tiny box affixed to a leather cord.
Riley "Lucky" Rylin'dar |
Riley shows Rhia the sword. "Do you happen to know the value of this sword, Rhia?"
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Riley is startled by the old Kobold. He listens to the "man's" words. As the man falls over, Riley moves over and checks for a pulse. "Rhia, is he still alive. Can you heal him or is he dead?" He reaches to see what is in the venerable Kobold's hand.