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| 2,801 to 2,850 of 3,867 |
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| Kilthan Hammerstone |
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Male Half-Elven Ranger (Infiltrator): 5 Status:
(HP: 53/58; AC: 18(20) /12/16(18); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4]) |
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Kilthan kicks the weasel corpse for good measure. He takes a moment to compose himself, steadies his axe, and then says, wryly, "That's the third time I've been beaten severely my animals... I think there's something wrong with my wild empathy."
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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Lets get that last birdman before he can alert any more. Justin and I can watch that secret passage, the rest of you make for the room he just fled into.
As long as this receives a positive acknowledgement, I will head down to the secret passages where we were first ambushes and I assume that Kilthan will head south after bird boy.
Kilthan, did you get the healing from my Healing Hex? It was 10hp, look at my previous post.
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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"I have the magic shield."
Justin joins the chase.I am the best ambush bait.
Are going south with me to the ambush secret door? Or sending Kilthan that way. While I hate splitting parties, I think it is necessary to keep this bird from escaping.
| Tohall of Erastil |
| HP 38 of 38 AC: 21 (19 Flat-footed / 12 Touch) w/ shield Fort +5 , Ref +3, Will +9 |
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"I can accompany you Aakaess," as he sees the palalizard start off with the others. They should be able to hold their own if trouble should arise.
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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I look at the Palizard: If it opens and closes, then it also breaks. Want to see if you have something that will do some damage to this?
At the same time, I move into the secret passage behind Justin and begin to inspect if for the mechanism that is used to trigger the opening and closing.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
I imagine that they are all the same, anyone see how this one is triggered?
| Tohall of Erastil |
| HP 38 of 38 AC: 21 (19 Flat-footed / 12 Touch) w/ shield Fort +5 , Ref +3, Will +9 |
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Tohalla follows along with Aarakess and readies to fire on any enemy that may appear.
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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Aarakess attempts some poorly timed humor as she chips in: We could just flood the mine and call it a Bird Bath.
Returning to her usual more serious demeanor.
We need to search this area. Undoubtedly, these were just guards. We will also have to be very cognizant of more traps and surprises as this is clearly what this group is all about.
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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My vote is to carefully search and map the place so that nothing is popping out behind us. However, I think that doing a Take-20 on each room for searching would take way too long and also is sort of unrealistic.
I can Take-10 on searches for a 20, if someone assists it will be a 22.
We start searching the area to the right and then move around the complex clockwise.
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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Justin concurs. While others search, he will detect secret passageways by axe swinging.
ROFL - I axed you once, if I have to I will axe you again. Is there a secret passage here? SMASH
| Kilthan Hammerstone |
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Male Half-Elven Ranger (Infiltrator): 5 Status:
(HP: 53/58; AC: 18(20) /12/16(18); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4]) |
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Sadly, you can't take 10 on an aid another.... but, my +9 modifier means I can't fail the DC 10 assist roll, so it's a guaranteed success.
However, any room that seems especially interesting might be worth a little additional scrutiny... Also, I think we should explore the secret tunnels to see where the Tengu came from
| Tohall of Erastil |
| HP 38 of 38 AC: 21 (19 Flat-footed / 12 Touch) w/ shield Fort +5 , Ref +3, Will +9 |
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Again Tohall takes up behind the others and watches as they search the Tengu corridors to make sure that there is nothing else waiting to ensnare them.
| GM Blood |
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The three "rooms" on the map you do a Take 10 search with assist (22 total) and in the two rooms where I have placed your characters in (you are actually moving together however) you find the following
The room on the lower left where Ingrid and Kilthan is you find:
There are six bedrolls with camping gear and spread out between them all you find 300 gp
The room where Tohall is you find:
Another six bedrolls with 200 gp worth a coins spread about. Also there is a small lockbox
I will hold off moving you around the map until you are ready after what you found.
The third room where no one is in was empty with nothing secret coming up with a search
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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Kilthan, you should be 10 points up from the healing hex I cast in Post 2797.
| Tohall of Erastil |
| HP 38 of 38 AC: 21 (19 Flat-footed / 12 Touch) w/ shield Fort +5 , Ref +3, Will +9 |
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Tohall nods to the Dwarf, "Of course Kilthan. It looked there like you were having a bit of fun with your new animal friends." He jokes with his last comment as he places a hand on the elf's side near his wounds.
Cast Cure Light Wounds on Kilthan 1d8 + 3 ⇒ (6) + 3 = 9
| GM Blood |
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Perception Aarakess Halcorn 1d20 + 5 ⇒ (12) + 5 = 17
Perception Dryn'taka Devilschild 1d20 + 4 ⇒ (13) + 4 = 17
Perception Ingrid Anika Nina Jones 1d20 + 11 ⇒ (17) + 11 = 28
Perception Justin D'Rite 1d20 - 1 ⇒ (17) - 1 = 16
Perception Kilthan Hammerstone 1d20 + 6 ⇒ (11) + 6 = 17
Perception Rohara Acharya 1d20 + 3 ⇒ (1) + 3 = 4
Stealth Tengu 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26
After getting healed up you begin to search the maze heading to the east. Ingrid notices something warning the party ruining the surprise, but the quick tengus are up first.
Two Tengus surround Kithan slashes and biting at Kilthan. I believe all hit your FF AC?
Dagger #7 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23 vs FF
Damage 1d4 + 1 + 1d8 ⇒ (1) + 1 + (1) = 3
Bite #7 1d20 - 1 + 4 ⇒ (19) - 1 + 4 = 22
Damage 1d3 + 1d4 ⇒ (2) + (1) = 3
Dagger #8 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20 vs FF
Damage 1d4 + 1 + 1d8 ⇒ (4) + 1 + (4) = 9
Bite #8 1d20 - 1 + 4 ⇒ (12) - 1 + 4 = 15
Damage 1d3 + 1d4 ⇒ (1) + (4) = 5
Aarakess gets attacked by a tengu in melee who scored a wicked slash with its dagger and while the tengu at range misses.
Dagger #9 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28 vs FF *Hit and Confirmed*
Damage 1d4 + 1 + 1d8 ⇒ (1) + 1 + (1) = 3
Bite #9 1d20 - 1 + 4 ⇒ (7) - 1 + 4 = 10
Damage 1d3 + 1d4 ⇒ (1) + (1) = 2
Shortbow #11 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13 vs FF
Damage 1d6 + 1d4 ⇒ (5) + (3) = 8
Confirm Dagger #9 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24 vs FF *Confirmed add to above dagger hit*
Extra Damage 1d4 + 1 ⇒ (1) + 1 = 2
One Tengu comes from around the corner penning in Tohall.
Round 1
Initiative Order - Tengu, Justin, Ingrid, Dryn'taka, Kilthan, Tohall, Aarakess
Tengu Stats AC 18 T 15 FF 15
| Justin D'Rite aka Sluuth |
| Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5 |
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Justin is frustrated by the devious tactics of the tricksey birds.
He delays hoping Kilthan, Aarakess or Tohall will be able to move from their spot so he can attack with his axe. Failing that, he will activate his wand.
| Tohall of Erastil |
| HP 38 of 38 AC: 21 (19 Flat-footed / 12 Touch) w/ shield Fort +5 , Ref +3, Will +9 |
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Tohall drops his bow lightly to the ground as he takes up his light silver mace and shield to face off with the birdman. He attempts to slam his mace into the creature.
draw weapon and shield (move), Attack with mace 1d20 + 3 ⇒ (2) + 3 = 5 (miss)
| Aarakess Halcorn |
| Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7 |
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Surprised by the sudden appearance of the birdmen, Aarakess uses a hex causing the Birdman before her to fall into a deep slumber.
She then moves past the sleeping birdman and his bow wielding companion. While calling out: Justin, get your tail up here and make this birds nap permanent.
If necessary:
1d1d20 + 4 ⇒ (18) + 4 = 22
I do not think that I need it for the second one as the bow wielder cannot make an AoO.
Standard Action: Slumber Hex Tengu #9 - DC15 or asleep for 3 rounds.
Move(with acrobatics) to square north of #11.
| 2,801 to 2,850 of 3,867 |
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