Maps |
Would have used my wand of shield before this got going, making AC 25.
Maps enters the bar and steps to the corner, then fires both barrels off his double-barreled firearm into the mercenary to his left.
Point Blank Shot, Deadly Aim, Resolved as Touch Attack at current range.
Barrel 1: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Barrel 2: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9 Misfire! Going to have to clear that next round..
Damage: 1d8 + 11 ⇒ (6) + 11 = 17
George Demonspawn |
Pfft... damage... Also, the DC is 26 (you put 16 on your update).
Damage: 1d4 + 8 ⇒ (4) + 8 = 12
EndlessForms |
@Shel and Fendahl: I moved you on the map to engage the mercenary but consider than getting into flanking will require an Acrobatics
@Wreck: you can't get to the oread leader in one movement; I put you next to a mercenary instead.
Fendahl moves in and cuts into one of the men despite his defensive posture! Wreck takes a chunk out of the mercenary.
Initiative:
1. George
2. Thurlock and mercenaries
3. Johendar, Shel, Fendahl, Maps, and Wreck
T: 12 dmg, 3 str dmg (DC 26, 1d3 str, 1/9 rnds)
M1: 11 dmg
M2: 34 dmg
Johendar and Maps are up!
EndlessForms |
@Maps: Sorry, missed it!
Maps puts a bullets into one of the men and Johendar starts up a rousing chant.
Fort: 1d20 + 7 ⇒ (3) + 7 = 10
str: 1d3 ⇒ 1
The oread continues to bellow a judgement on George's soul as he tries to put down the party's tiefling poisoner!
mwk quarterstaff: 1d20 + 11 - 2 + 2 ⇒ (6) + 11 - 2 + 2 = 17
damage: 1d6 + 6 - 2 + 2 + 2d6 ⇒ (2) + 6 - 2 + 2 + (3, 1) = 12
mwk quarterstaff: 1d20 + 6 - 2 + 2 ⇒ (16) + 6 - 2 + 2 = 22
damage: 1d6 + 6 - 2 + 2 + 2d6 ⇒ (4) + 6 - 2 + 2 + (6, 4) = 20
One of the mercenaries tries to trip Fendahl!
Rolling twice and taking better:
trip: 1d20 + 21 ⇒ (4) + 21 = 25
trip: 1d20 + 21 ⇒ (4) + 21 = 25
Looks like that's enough.
As Fendahl falls the two men swing at him!
+1 flail AoO: 1d20 + 12 + 4 ⇒ (9) + 12 + 4 = 25
damage: 1d8 + 5 ⇒ (2) + 5 = 7
+1 flail AoO: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32
damage: 1d8 + 5 ⇒ (4) + 5 = 9
He then steps back and pulls out his guisarme as the other man steps over to Wreck and tries the same thing!
Rolling twice and taking better:
trip: 1d20 + 21 ⇒ (9) + 21 = 30
trip: 1d20 + 21 ⇒ (10) + 21 = 31
Looks like that's enough.
As Wreck falls to the ground, the two men swing at him again!
+1 flail AoO: 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33
damage: 1d8 + 5 ⇒ (1) + 5 = 6
mwk guisarme AoO: 1d20 + 11 + 4 ⇒ (18) + 11 + 4 = 33
damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Initiative:
1. George
2. Thurlock and mercenaries
3. Johendar, Shel, Fendahl, Maps, and Wreck
T: 12 dmg, 4 str dmg (DC 26, 1d3 str, 2/9 rnds)
M1: 11 dmg
M2: 48 dmg
You guys are up!
Wreck |
Wreck laughs at their scratches and attacks his previous target again
Vital Strike: 1d20 + 17 ⇒ (3) + 17 = 20
But misses the swing
their max barely gets my minimum
-Posted with Wayfinder
EndlessForms |
Greater Trip, that's why it provoked. Also, did you account for the -4 to attack from being prone. If that is already added in a 20 actually hits them now that they are no longer defensive. Even if you don't think you hit it's usually better to just roll damage anyways so as to keep things moving in the off chance that you do hit.
Shel Whispertongue PFS |
Unable to flank, Shel takes a 5' step in try to set that up as she swings with her knives.
Attack 1d20 + 9 ⇒ (6) + 9 = 15
Damage 1d4 + 2 ⇒ (4) + 2 = 6
Attack 1d20 + 9 ⇒ (8) + 9 = 17
Damage 1d4 ⇒ 4
Wreck |
actually je stood up. Provoking. Then he attacked. So no -4. Will roll now
Damage: 2d12 + 24 ⇒ (12, 12) + 24 = 48
-Posted with Wayfinder
Johendar Celestrum |
Letting his sea ditty linger, Johender moves into the tavern and fires an arrow at the man near George.
Attack, Inspire, PBS: 1d20 + 9 + 1 + 1 ⇒ (16) + 9 + 1 + 1 = 27
Damage: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Fendahl Silvermane |
Assuming it has been over an hour since last combat, Fendahls' barkskin is down, and the trips both hit.
Fendahl casts defensively from prone...
cast defensive: 1d20 + 9 ⇒ (15) + 9 = 24 vs DC 21
Causing a Leopard to appear opposite of Wreck, and attacks the closest tripper/thug.
Aug Leopard bite, flank, song: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17 for dmg: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Aug Leopard claw, flank, song: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30 for dmg: 1d3 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Aug Leopard claw, flank, song: 1d20 + 8 + 2 + 1 ⇒ (20) + 8 + 2 + 1 = 31 for dmg: 1d3 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Aug Leopard confirm: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23 for dmg: 1d3 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Maps |
With quick and precise movements, Maps yanks back the doghead on his firearm, slams the side with his palm, and clears the pan with a sharp breath of air. An bullet is in his hand before the ash clears, and a moment later the weapon is ready again.
Move action - quick clear (1 grit). Free action with Rapid Reload - load alchemical cartridge. Move action to rapid reload standard round.
Wreck |
i only realize now i didnt say he stood up. But not taking the -4 i thought i mentioned it. My apologies. ..
-Posted with Wayfinder
George Demonspawn |
The tiefling laughs from behind his smoky quartz mask. Feeling a bit weak? I would imagine your friend's poison is coursing through your veins, depleting your strength. An arrow flits through the air and pierces the man's body, reminding George that he can't toy with his prey all day.
He mercilessly strikes out at the Oread with both claws.
Claw (SE): 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 DC 20 - 1 rd. / 9 rds. - 1 Str Drain (on first failed save) / 1d2 Str damage (on every failed save thereafter) - 1 save to cure
Damage: 1d4 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Claw (PWP): 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27 DC 28 - Additional 4 rounds to the duration and requires an immediate save - 1d3 Str damage (on every failed save) - 2 saves to cure
Damage: 1d4 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Let's not kill the man, Johendar! George mockingly yells across the tavern.
EndlessForms |
@Fendahl: assuming you were casting summon nature's ally, which has a 1 round casting time, which means your summon won't show up until next round.
AoO flail on Wreck: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29
damage: 1d8 + 5 ⇒ (3) + 5 = 8
AoO guisarme on Wreck: 1d20 + 11 + 4 ⇒ (12) + 11 + 4 = 27
damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Shel swings and misses! Johendar puts a quarrel into the oread and Fendahl begins casting a spell from the ground. Map reloads his gun and George continues to claw at the oread!
Fort: 1d20 + 7 ⇒ (1) + 7 = 8
Fort: 1d20 + 7 ⇒ (11) + 7 = 18
1d3 ⇒ 1
---
Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Fort: 1d20 + 7 ⇒ (14) + 7 = 21 Makes it!
1d3 ⇒ 1
The oread is starting to look much weaker from George's poisons! He nonetheless continues to swing at the tiefling!
mwk quarterstaff: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
damage: 1d6 + 1 + 2 + 2d6 ⇒ (6) + 1 + 2 + (5, 6) = 20
mwk quarterstaff: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
damage: 1d6 + 1 + 2 + 2d6 ⇒ (5) + 1 + 2 + (6, 2) = 16
The two men then step to the side and the second one tries to trip Shel with his guisarme!
Rolling twice and taking better:
trip: 1d20 + 21 ⇒ (10) + 21 = 31
trip: 1d20 + 21 ⇒ (3) + 21 = 24
As she falls, they both swing at her!
AoO flail: 1d20 + 12 + 4 ⇒ (14) + 12 + 4 = 30
damage: 1d8 + 5 ⇒ (8) + 5 = 13
AoO guisarme: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17
damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
The first mercenary then tries to stop Fendahl's spellcasting with a flail to the face!
flail: 1d20 + 12 ⇒ (15) + 12 = 27
damage: 1d8 + 5 ⇒ (1) + 5 = 6
If injured while casting, the concentration check to keep the spell is 10 + damage dealt + spell level
Initiative:
1. George
2. Thurlock and mercenaries
3. Johendar, Shel, Fendahl, Maps, and Wreck
T: 45 dmg, 1 st drain, 6 str dmg (DC 28, 1d3 str, 4/13 rnds)
M1: 59 dmg
M2: 48 dmg
You guys are up!
Wreck |
"Fendahl. Move. Wreck take them"
if he does move... 5ft step between them
Wreck moves between the two mercs, swinging his axe in a broad arc
Cleave: 1d20 + 17 ⇒ (19) + 17 = 36
Follow through: 1d20 + 17 ⇒ (7) + 17 = 24no dex bonus on this attack
Damage: 1d12 + 24 ⇒ (11) + 24 = 35
Damage: 1d12 + 24 ⇒ (3) + 24 = 27
Confirm: 1d20 + 17 ⇒ (3) + 17 = 20
Damage: 2d12 + 48 ⇒ (3, 1) + 48 = 52
EndlessForms |
Fendahl can't move without standing up and I'm not sure he'll want to do that.
Johendar Celestrum |
Fendahl can summon with a standard due to his archetype.
Fendahl Silvermane |
The leopard will full attack again, flanking with Wreck.
Aug Leopard bite, flank, song: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21 for dmg: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Aug Leopard claw, flank, song: 1d20 + 8 + 2 + 1 ⇒ (3) + 8 + 2 + 1 = 14 for dmg: 1d3 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Aug Leopard claw, flank, song: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29 for dmg: 1d3 + 3 + 1 ⇒ (1) + 3 + 1 = 5
The flail hits Fendahl, but he stands (aoo unless Wreck killed him) and swings back fighting defensively AC 27
katana, bard, defensive: 1d20 + 11 - 4 + 1 ⇒ (19) + 11 - 4 + 1 = 27 damage : 1d8 + 6 ⇒ (3) + 6 = 9
confirm: 1d20 + 11 - 4 + 1 ⇒ (13) + 11 - 4 + 1 = 21 damage : 1d8 + 6 ⇒ (1) + 6 = 7
Wreck |
well. Since fen didnt move. The guy infront of wreck is now on 160+ damage... :P excluding the summoned attacks
-Posted with Wayfinder
Fendahl Silvermane |
unless the two lion full attacks and Fendahl dropped him, in which case Wreck could split his attacks on the other? Fendahl is more than happy to delay after Wreck also..
George Demonspawn |
George easily dodges the much slower swings of the quarterstaff and is a bit amazed that the poisons haven't knocked the Oread out. He keeps swinging, trying to gauge the exact moment when the man will crumple to the ground.
Claw (SE): 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23 DC 20 - 1 rd. / 9 rds. - 1 Str Drain (on first failed save) / 1d2 Str damage (on every failed save thereafter) - 1 save to cure
Damage: 1d4 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Claw (PWP): 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 DC 30 - Additional 4 rounds to the duration and requires an immediate save - 1d3 Str damage (on every failed save) - 2 saves to cure
Damage: 1d4 + 8 + 1 ⇒ (1) + 8 + 1 = 10
He states to the rest of the party. My target should fall shortly. Don't take any unnecessary chances with his life.
Sticky Poisons is the greatest!
EndlessForms |
Ah, thanks. I did not know that about animal shamans summoning as a standard.
Last round:
Fendhal's cat cuts into the mercenary!
---
It seems that either Fendahl attacks and steps away, allowing Wreck to step in and cleave or Wreck destroys one and then Fendahl attacks the other. The result is the same:
AoO flail on Fendahl: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19
damage: 1d8 + 5 ⇒ (7) + 5 = 12
Fendahl stands and through a combination of Fendahl's stabs, his leopard's wild attacks, and Wreck's heavy blows, the two men are taken down!
Fort: 1d20 + 7 ⇒ (15) + 7 = 22
Meanwhile George continues to cut into the oread! The oread slumps over unconscious and bleeding from the claw wounds in his side.
Out of combat! And unless you're going to do something immediately he'll keep taking Str damage and most likely become paralyzed.
T: 58 dmg, 1 st drain, 6 str dmg (DC 28, 1d3 str, 4/13 rnds)
George Demonspawn |
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George will use his wand of Cure Light Wounds to keep him from dying, but is waiting for the poison to run its course.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Once he is sure that the Oread is no longer a threat, George will prepare four doses of Confabulation Powder to ensure that his plan is foolproof. He will awaken the Oread after the Purple Worm Poison runs its course.
Assuming the man is paralyzed.
He will place the confabulation powder in his disperser and wait for it to take effect. Over the first minute, the man's mind will significantly slow down. Staggered In the following four minutes, he will become high suggestible to a story planted in the man's mind. George will tell of how the Aspis has sent him and his team to take care of the Technic League's presence here and recover the Thread of Silver. That he relished being able to use the Technic League's poisons against their own members. He will detail how each of the steps that the Aspis has taken to secure the Thread and is currently moving it to the stronghold to the south. I am telling you this because we are only a small tactical force and we have completely neutralized the Technic League in the area. Imagine what we would do with several of our tactical forces. When your bosses find you, tell them that this is Aspis territory now otherwise they will get to taste my poisons. He will convince the man that he has flashed him a silver badge of the Aspis. When he retells the story, he gets DC 27 Will Save to recall the story as false.
George will tie the man up and take him to a location where he will be found by someone. He will feed the man an infusion of Lesser Restoration which should cure a bit of the Strength damage before gagging the man and disappearing into the shadows.
EndlessForms |
1 person marked this as a favorite. |
Fort: 1d20 + 7 ⇒ (14) + 7 = 21
1d3 ⇒ 1
Fort: 1d20 + 7 ⇒ (2) + 7 = 9
1d3 ⇒ 2
Fort: 1d20 + 7 ⇒ (9) + 7 = 16
1d3 ⇒ 2
Fort: 1d20 + 7 ⇒ (4) + 7 = 11
1d3 ⇒ 1
Fort: 1d20 + 7 ⇒ (1) + 7 = 8
1d3 ⇒ 3
Fort: 1d20 + 7 ⇒ (20) + 7 = 27
Fort: 1d20 + 7 ⇒ (3) + 7 = 10
1d3 ⇒ 2
Aaaaaand he falls unconscious.
Will: 1d20 + 10 ⇒ (5) + 10 = 15
Later on, at the Technic League headquarters....
"The Aspis! I swear, that's how it really happened! As I laid there pissing on myself, he told me to my face that he was with the Aspis!"
EndlessForms |
Sal thanks you and, should you ask, he confirms that he is the one who sold the book to Arvellos. He prefers not to say where he originally acquired the book. He regrettably informs you that he already told these men to whom he sold the book, that the buyer was a Pathfinder Society agent, and that Arvellos is staying at Sharrowsmith’s Exports. "And I know these ones aren't going to be spilling anything too soon, they didn't seem all that surprised when I mentioned Sharrowsmith's. I think it was already on their shortlist...."
Shel Whispertongue PFS |
Shel pulls her wand of Clw and burns a couple charges.
Clw 2d8 + 2 ⇒ (4, 6) + 2 = 12
Two charges used this scenario.
"Let's go pay a visit to this Arvellos then."
Fendahl Silvermane |
Fendahl will also heal himself, using his own wand (3 chg).
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (5) + 1 = 6
"Hrmm, yes, to the Exporter shops."
Fendahl will check on Kirrah, his lion and will also recast barkskin on himself prior to entering the shop expected to have Arvellos
Wreck |
Wreck has a wand
"Frend Fendahl maybe help Wreck with magic stick thing?" he holds up the object
"Wreck does know not how magic sticks work..."
down 29... either way. 4 or 5 charges should do
-Posted with Wayfinder
Maps |
Regarding Arvellos Rand, we already rescued him. It seems all that is left is to protect Sharrowsmith's.
After robbing the Technic League thugs, like any good Aspis agent would do, Maps suggests attempting to track down the golem gem before returning to Sharrowsmith's.
EndlessForms |
Yep, I'm ok with taking 5 on CLW wands. Also, Arvellos=Arvellos Rand, whom you already rescued and presumably took back to the Sharrowsmith's for safekeeping in case anyone was confused. Sharrowsmith's Exports is the front for the secret Pathfinder Lodge in this city and is where you were at the beginning of the adventure.
Aya greets you and tells you that they have not had word of any Technic movements in the city yet. With the information from Sal, she does not doubt that it is only a matter of time before they strike though.
She suggests that you take what little time you likely have left to secure the Lodge in any way possible. While exceedingly rare, Aya provides a small list of jewelers in the city for you to check out should you wish to search for the missing gem needed to reactivate the armor. Tracking down and locating the only jeweler in the city who has such a gem will take time though and she cautions you that the Technic League could arrive at any moment.
George Demonspawn |
George will advise the group to pursue this lead while he activates the wood golem with the scavenged root.
Shel Whispertongue PFS |
"I'm always up for a mission with barely a minimal chance of success. Give me that list and I'll see what I can do. How much is this stone going to cost us? If I find it, am I to steal it, if I can? Anyone want to tag along? Although we might be better served for the rest of you to make preparations to defend this place."
Sorry for being all over the place, but with me somehow hitting the hide button on this thread, I've missed a great deal of the nuance of the game, I'm afraid.
Maps |
Maps has little experience with magical constructs and precious stones, so he heads back to Sharrowsmith's Exports to see if anything else can be done to secure the place.
EndlessForms |
@Shel: there should be a way to 'show hidden' on the boards and then once you find this thread you can 'unhide' it. Then it should show up again. If that doesn't work I'm afraid I don't know how to help, I've never had that problem before.
While George begins the ritual to reactivate the wood golem, the party heads out to follow Aya's leads. Tracking down and locating the only jeweler in the city who has such a gem will take some time but you can reduce that time with a Diplomacy check.
Maps |
Maps' diplomacy is atrocious, but I'll try for an aid.
Aid Another Diplomacy: 1d20 - 2 ⇒ (20) - 2 = 18 Well, what do you know...
A man of few words, Maps manages to say the right ones to the right people.
Shel Whispertongue PFS |
Diplomacy 1d20 + 9 ⇒ (20) + 9 = 29
Shel just happens to know a guy who knows a guy!
Fendahl Silvermane |
"Wreck, it looks like Maps already patched you up. Hrrmm. Anyone know what type of threats we expect to assault this place? The first part of a good defense it to know thy enemy."
Fendahl Silvermane |
Fendahl looks around for ways to bolster the compound's defenses.
He will also summon Kirrah from her stable.
"Hrrmm, masters Wreck and Maps, this reminds me much of our stay in Nesting Swallow over a year ago.
Maybe some of the same tactics will work here as well."
Johendar Celestrum |
Johender goes along with Maps and Shel, looking for the correct jeweler.
Diplomacy Aid: 1d20 + 11 ⇒ (1) + 11 = 12
Maps |
Upon our return to Sharrowsmith's.
Maps nods to Fendahl. "Barricade all the doors but one. Set some traps, maybe alchemical, smokesticks, fire, caltrops, poison. Powder the floors in case of invisibility. I suggest a couple polearms as well." He taps his cold-iron guisarme.
Wreck |
Fendahl looks around for ways to bolster the compound's defenses. He will also summon Kirrah from her stable. "Hrrmm, masters Wreck and Maps, this reminds me much of our stay in Nesting Swallow over a year ago. Maybe some of the same tactics will work here as well."
"Wreck agree, we do what we did to bird people!"
-Posted with Wayfinder
EndlessForms |
The party knows how to ask the right questions and it takes less than an hour to find a seller who might have the gem.
The shop is a small clay brick building, one of the few in town with a permanent structure. From within come the sounds of a loud, one-sided discussion.
“You still owe 1,000 gold, Uzoma, you’ve had an extra week to pay up. Now where’s the money?”