Mahjik the Flink |
Mahjik is confident in his ability to navigate the rocks and unsteady bridge; he spends his time helping the less footsure.
Aid (acrobatics): 1d20 + 19 ⇒ (20) + 19 = 39
From the map I'm not sure how height works - is there any real threat to the party (provided nobody falls)?
Edit: okay. So that aid check happened.
Navior |
From the map I'm not sure how height works - is there any real threat to the party (provided nobody falls)?
The map shows both the upper and lower route squashed into two dimensions. Your group chose the lower route. The path goes down to a series of rocks and short bridges that are barely above water level--thus the slipperiness. The crocodiles can easily snap at you.
Edit: okay. So that aid check happened.
That's a pretty amazing roll! Considering the DC to aid another is 10, you didn't actually even need to roll since you can't fail with that bonus! That said, you do need to specify who you're aiding. It can't be everyone simultaneously. :)
Crocodile 1 Reflex: 1d20 + 6 ⇒ (14) + 6 = 20 -- pass
Crocodile 2 Reflex: 1d20 + 6 ⇒ (17) + 6 = 23 -- pass
While Mahjik helps [name], Urza sends a ball of fire zipping a short distance over the two nearest crocodiles. It explodes just past them, engulfing them in flames. They roll, using the water to help protect them from the full damage, but still getting their backs scorched.
Lorenz grabs his bow and fires off a shot at one of the ones Urza just burned.
Lorenz composite longbow at #1: 1d20 + 12 ⇒ (3) + 12 = 15 -- miss
Unfortunately, the arrow merely skids across the crocodiles rough scales and disappears into the water.
The first crocodile bites at Makoa and slaps with its tail. #2 swims past #1 and then bites at Makoa.
Crocodile #1 bite at Makoa: 1d20 + 7 ⇒ (8) + 7 = 15 -- miss
Crocodile #1 tail slap at Makoa: 1d20 + 2 ⇒ (16) + 2 = 18 -- hit
Damage: 1d12 + 3 ⇒ (10) + 3 = 13
Crocodile #2 bite at Makoa: 1d20 + 7 ⇒ (17) + 7 = 24 -- hit
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Crocodile #2 free grab attempt at Makoa: 1d20 + 13 ⇒ (3) + 13 = 16 -- fail
Total Damage to Makoa: 22
Although the first one's bite misses, its tail lands a solid blow on Makoa's side, practically pushing him into the open mouth of the second which , closes down on his leg. It tries to grip on, but he manages to pull himself free.
The third crocodile moves up closer to attack Pezock (5-ft step/swim). The fourth also moves closer, but there is not enough room for it to get close enough to attack.
Crocodile #3 bite at Pezock: 1d20 + 7 ⇒ (9) + 7 = 16 -- miss
Crocodile #3 tail slap at Pezock: 1d20 + 2 ⇒ (7) + 2 = 9 -- miss
Pezock is able to step aside of each of the crocodile's attacks.
Next Up: Makoa, Ishirou, Untari, Pezock, Douena, Sasha, Tar'kanas, Jask, Shokambe, Alton (subject to delayed action), Mahjik, Urza, Lorenz, Crocodiles.
Note that I forgot to mention earlier: If you leave the trail, you will be on a slippery slope that will require DC 15 Climb checks to navigate.
Makoa Wolf'sKin |
Worried about such a a large ambush by even larger creatures, Makoa does what he tries to do best: protect his pack. And, well, who better than the most needed member of the party, the optimistic priestess of Luck, Douena? He concentrates and begins casting, shielding her from the worst of the crocodile's attack.
Concentration check, DC 19: 1d20 + 8 ⇒ (20) + 8 = 28
Makoa has cast Dragon Turtle Shell on Douena. For the next four rounds, she takes damage from natural attacks as if the attacker was one size category smaller. In this case, the Crocodiles get Medium sized damage when hitting her.
Navior |
Makoa successfully casts a spell to help protect Douena.
Ishirou Climb: 1d20 + 9 ⇒ (15) + 9 = 24
Meanwhile, Ishirou moves up the path a short distance (to between Jask and Shokambe), then leaves the trail and begins climbing down the slope to a short distance above the river's edge. (Relative heights are unfortunately completely unclear on the map. Although Ishirou is now in the square to Mahjik's top right, he is also about 15 ft lower down than Mahjik.)
Next Up: Untari, Pezock, Douena, Sasha, Tar'kanas, Jask, Shokambe, Alton (subject to delayed action), Mahjik (subject to readied action), Urza, Lorenz, Crocodiles, Makoa, Ishirou
Navior |
Pezock sawtooth sabre at #2: 1d20 + 10 ⇒ (18) + 10 = 28 -- hit
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Pezock swings at crocodile #2, making a small cut along its snout, but not penetrating very deeply. He scowls and, noting that he's currently flanked, scowls again. Then he carefully moves 5-ft to reposition himself (not a 5-ft step due to the conditions).
Pezock Acrobatics to move and avoid AoO: 1d20 + 13 ⇒ (16) + 13 = 29 -- success
Pezock carefully steps onto the next rock while avoiding retaliation from the two crocodiles.
Next Up: Douena, Sasha, Tar'kanas, Jask, Shokambe, Alton (subject to delayed action), Mahjik (subject to readied action), Urza, Lorenz, Crocodiles, Makoa, Ishirou, Untari (subject to delayed action), Pezock.
Douena Trestleben |
Douena draws Raogru's mace and attempts to bop the nearest crocodile on the tip of its long snout. "Stop trying to eat Makoa!" she scolds it.
Draw weapon; attack crocodile #2 (fighting defensively) (+1 mace) 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20 damage 1d6 ⇒ 6
AC 21 CMD 17 until next turn
Navior |
Douena's mace smacks into the crocodile's snout with a loud crunch. The beast is looking very injured now (if Pezock hadn't done minimum damage, Douena's attack might just have taken this crocodile out).
Sasha calls out to Alton to attack the same crocodile whilst delaying herself. Alton responds by diving down at the crocodile.
Alton bite at #2, charge: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 -- miss
Unfortunately, the crocodile rolls aside just before Alton's teeth manage to get it.
Next Up: Tar'kanas, Jask, Shokambe, Mahjik (subject to readied action), Urza, Lorenz, Crocodiles, Makoa, Ishirou, Untari (subject to delayed action), Pezock, Douena, Sasha (subject to delayed action), Alton.
Navior |
Tar'kanas's arrow rebounds off the crocodile's tough hide without penetrating it.
Jask moves forward on the trail a little (5-ft step) and calls out to Nethys to grant the party assistance. Casts prayer. The non-level aspect of this map annoyingly skews the distances between characters. Pezock and crocodiles #3 and #4 are out of range, but it effects everyone else. Party members gain a +1 luck bonus to attack, damage, saves, and skill checks. Crocodiles #1 and #2 take a -1 penalty to the same rolls.
Shokambe delays.
ROUND 2
CURRENT EFFECTS:
Prayer (whole party except Pezock, Crocodiles #1 and #2)
Dragon turtle shell (Douena)
Next Up: Mahjik, Urza, Lorenz, Crocodiles, Makoa, Ishirou, Untari (subject to delayed action), Pezock, Douena, Sasha (subject to delayed action), Alton, Tar'kanas, Jask, Shokambe (subject to delayed action).
Urza Sha'rahad |
Urza backs away from the crocodiles 15' and targets his group with a Haste spell.
Target Mahjik, Makoa, Ishirou, Tarkanas, Untari, and the closer of either Lorenz or Sasha.
+1 to hit, +1 dodge bonus to AC and Reflex saves.
Movement rates increased by 30'.
on Full Attack get an extra attack.
Mahjik the Flink |
Mahjik attempts to slip-n-slide down the cliff using his sense of balance to control the fall. Just at the water's edge ends and keeps his momentum going to bash in the snout of the massive crocodile (crocodile #1) - his aim is just above the nostrils and with a bit of luck the impact will stun the reptile.
Acrobatics, controlled fall: 1d20 + 19 ⇒ (12) + 19 = 31
Stunning Fist DC 17, haste: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 damage: 1d10 + 3 ⇒ (2) + 3 = 5
Critical confirmation: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 damage: 1d10 + 3 ⇒ (3) + 3 = 6
Navior |
As Joana mentioned in the OOC thread, Mahjik is actually before Urza so won't have the haste on him yet. However, it really doesn't make a difference. You forgot the +1 from the prayer, so that balances the bonuses out (not that it would have made a difference anyway), and he doesn't need the extra speed to get where he's going. Of course, the prayer effect also applies to his damage, boosting that to a total of 13.
Crocodile #1 Fortitude: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13 -- fail (Not that it matters since the damage will take it down anyway.)
Mahjik's fist slams heavily into the snout of crocodile #1 with a loud crunch. The snout actually bends out of shape from the power of the attack. The crocodile is left floating where it is, moving only with the flow of the water.
Urza backs away from the crocodiles 15' and targets his group with a Haste spell.
Target Mahjik, Makoa, Ishirou, Tarkanas, Untari, and the closer of either Lorenz or Sasha.
I haven't moved him back a full 15 ft, since he would have to leave the trail and climb to do that. I've instead moved him back to where Mahjik was before moving. Makoa and Lorenz are too far apart to affect both, so it'll go to Sasha instead of Lorenz.
Urza backs away and casts a spell. Several party members are imbued with supernatural speed.
Lorenz composite longbow, Rapid Shot 1: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 -- miss
Lorenz composite longbow, Rapid Shot 2: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14 -- miss
Lorenz composite longbow, iterative attack: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 -- hit
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Lorenz grabs an arrow and fires at #2. The shot goes very wide and hits the cliff on the other side. He then fires a 2nd shot, which goes nearly as wide. Cursing, he grabs a 3rd arrow and fires. This time, the arrow goes straight into the back of the crocodiles head, burying itself deep. The crocodile goes still. Lorenz then moves a short distance along the trail (5-ft step).
Crocodile #3 bite at Pezock: 1d20 + 7 ⇒ (12) + 7 = 19 -- hit
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Crocodile #3 tail slap at Pezock: 1d20 + 2 ⇒ (18) + 2 = 20 -- hit
Damage: 1d12 + 3 ⇒ (7) + 3 = 10
Crocodile #3 free grab attempt at Pezock: 1d20 + 13 ⇒ (18) + 13 = 31 -- success
Crocodile #3 swings its tail and snaps at Pezock, both blows hitting the tengu. Its teeth sink into Pezock's side and grab hold of him.
Meanwhile, #4 pushes its way under the bridges and between the rocks until its on the other side of Pezock. Double move, via squeezing. Pezock is grapple so can't take an AoO.
Next Up: Makoa, Ishirou, Untari (subject to delayed action), Pezock, Douena, Sasha (subject to delayed action), Alton, Tar'kanas, Jask, Shokambe (subject to delayed action), Mahjik, Urza, Lorenz, Crocodiles.
Makoa Wolf'sKin |
Acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12
Makoa tries to duck by the snapping jaws without getting caught in them to get between Douena and Pezock, slashing his ax at the nearby crocodile with all his fury.
Raging Power Ax: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Move Action: Attempt Acrobatics to avoid an AoO as Makoa moves between his allies on the bridge.
Free Action: Rage(Armor Class is now 16)
Standard Action: Attack Crocodile.
Navior |
Makoa's Acrobatics check is enough to allow him to move, but not enough to avoid an AoO.
Crocodile #4 bite AoO at Makoa: 1d20 + 7 ⇒ (18) + 7 = 25 -- hit
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Makoa moves along the slippery surface, trying to avoid snapping jaws attacking him. However, he is not successful. The jaws of #4 snap at his legs and feet, scraping at them and drawing a streak of blood. Enraged, Makoa brings his axe down at the crocodile and making a cut along its neck. You didn't actually specify whether you were attacking #4 or #3 (just "nearby" and they both qualify for that). I've applied the damage to #4 since that's the one he tried to avoid the AoO from.
Ishirou Climb: 1d20 + 9 ⇒ (3) + 9 = 12 -- fail, but doesn't fall
With the crocodiles closest to him now floating downriver and the others, Ishirou tries to make his way along the side of the cliff to the trail near Douena. Unfortunately, his foots slips as he starts out and he almost falls into the water. He is able to grab hold of the side and steady himself, but he is unfortunately unable to make any further progress for the moment.
Next Up: Untari, Pezock, Douena, Sasha (subject to delayed action), Alton, Tar'kanas, Jask, Shokambe (subject to delayed action), Mahjik, Urza, Lorenz, Crocodiles, Makoa, Ishirou.
Navior |
Pezock Escape Artist: 1d20 + 13 ⇒ (5) + 13 = 18 -- fail
Pezock attempts to wriggle free of Crocodile #3's grip, but it simply has too tight a hold on him.
Next Up: Douena, Sasha, Alton, Tar'kanas, Jask, Shokambe (subject to delayed action), Mahjik, Urza, Lorenz, Crocodiles, Makoa, Ishirou, Untari (subject to delayed action), Pezock.
Douena Trestleben |
"Pezock!" Douena squeaks in alarm. Taking advantage of the situation, she tries to dash between the crocodiles and get to the other side of the fracas.
Double move to ... eh, no coordinates :P ... the place directly underneath the bridge on the other side of Crocodile 3: Acrobatics 1d20 + 17 ⇒ (2) + 17 = 19
Croc 4 has already taken an AoO on Makoa so she's hoping it can't snap at her as well, and if Croc 3 is grappling Pezock, it either can't take an AoO or has to take a -20 to maintain the grapple, by my understanding. If she makes it past, it will open up space for someone else to get into melee with Croc 4.
Navior |
Croc 4 has already taken an AoO on Makoa so she's hoping it can't snap at her as well, and if Croc 3 is grappling Pezock, it either can't take an AoO or has to take a -20 to maintain the grapple, by my understanding. If she makes it past, it will open up space for someone else to get into melee with Croc 4.
You understand correctly. :)
While #4's attention is focused on Makoa and #3's on Pezock, Douena hurries between them along the slick bridges and rocks, moving nimbly despite the slippery conditions.
Sasha Acrobatics: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 -- success
Sasha takes advantage of both her extra speed and the opening Douena has left, to hurry down the trail and out onto the rocks. She pulls out her rapier as she moves and as soon as she comes in reach of #4, she lunges at it.
Sasha rapier at #4: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 -- miss
Unfortunately, she cannot pierce its touch hide. She takes a moment direct Alton to #3.
Alton bite at #3: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 -- hit
Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Alton dutifully responds by flying straight towards the crocodile and biting at its side. His teeth find their mark, but only leave a small cut.
Next Up: Tar'kanas, Jask, Shokambe (subject to delayed action), Mahjik, Urza, Lorenz, Crocodiles, Makoa, Ishirou, Untari (subject to delayed action), Pezock.
Tar'kanas |
Seeing Pezock in desperate trouble, Tar'kanas fires relentlessly in an attempt to bring down the over-sized crocodile.
Attacking #3
Manyshot
Comp longbow (Str +3) w/PB/DA: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
(Haste)Comp longbow (Str +3) w/PB/DA: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Comp longbow (Str +3) w/PB/DA: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
AC 18; Hp's 61/61; 5 arrows
Navior |
We can assume Tar'kanas's attack was with the shock bow if you like. I notice I never specified whether there was a Strength adjustment for the bow. It should be +3 like his non-magical bow, so he doesn't lose anything by switching to the magical one.
Tar'kanas hit once, so I'll roll a single electricity die for the attack. He'll also gain an extra point to damage for the +1 enhancement.
Electricity damage: 1d6 ⇒ 3
Tar'kanas fires several arrows at the crocodile holding Pezock. Only one of them breaks through the tough hide, sinking deep into the crocodile's back, discharging a jolt of electricity at the same time. The crocodile looks heavily injured now.
Jask and Shokambe delay.
ROUND 3
CURRENT EFFECTS:
Prayer (whole party except Pezock)
Dragon turtle shell (Douena)
Haste (Mahjik, Makoa, Ishirou, Tarkanas, Untari, and Sasha)
Next Up: Mahjik, Urza, Lorenz, Crocodiles, Makoa, Ishirou, Untari (subject to delayed action), Pezock, Tar'kanas, Jask (subject to delayed action), Shokambe (subject to delayed action).
Mahjik the Flink |
Mahjik propels himself straight across with a tremendous leap; too sudden and agile for the crocodile to react. He lands with steady footing in a position to take full advantage of Makao's engagement of the giant reptile - an advantage that takes the form of a thunderous footstomp that may stun the creature.
Acrobatics, jump (with bonus from haste): 1d20 + 27 + 4 ⇒ (15) + 27 + 4 = 46
Acrobatics, tumble to avoid AOO: 1d20 + 19 ⇒ (17) + 19 = 36
Acrobatics, maintain footing: 1d20 + 19 ⇒ (15) + 19 = 34
Stunning Fist attack DC 17, flanking, haste: 1d20 + 10 + 2 + 1 ⇒ (18) + 10 + 2 + 1 = 31 damage: 1d10 + 3 ⇒ (7) + 3 = 10
Edit: in case it isn't clear, this is to be in flanking with #4 on the other side of the stream
Navior |
Crocodile #4 Fortitude: 1d20 + 8 ⇒ (9) + 8 = 17 -- pass
Mahjik's incredible leap leaves him standing precariously on the side of the opposite cliff. Still, he slams his foot into the back of the crocodile. It doesn't succeed in stunning the beast, but it does heavily hurt it.
Bolts of energy then spring from Urza's hand to collide with #4, finishing it off.
Lorenz composite longbow at #3: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 -- hit
Damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Lorenz moves along the trail part way down the cliff to get a better shot at the remaining crocodile. He fires of a single arrow that finds its mark in the animal's head. The crocodile releases its grip on Pezock and goes still.
COMBAT OVER
Pezock aka Navior |
Pezock shakes himself off and grimaces a bit as several bloody feathers fall loose. "Well, that'll teach it for trying to eat me!" he says, pointing to the crocodile that had hold of him. Its limp body is now bouncing against the rocks as the current tries to take it down stream. The other three crocodiles' bodies are already floating away and out of side.
Pezock then continues across to the other side of the river, surreptitiously asking Douena for a bit of healing as he passes her.
Douena Trestleben |
"Pezock, Makoa, come with me away from the crocodiles." Douena hopes that there aren't any other dangerous surprises on the other side of the river before she can channel Desna's healing energy.
Channel Positive Energy 2d6 ⇒ (1, 3) = 42d6 ⇒ (6, 1) = 72d6 ⇒ (2, 2) = 4 = 15
She looks up suspiciously at the sky. "Maybe we're already under the illusion-dome," she intimates. "It feels like something's between me and Desna."
Those d6s rolled well under average. :P
Makoa Wolf'sKin |
"Thank you, Douena. Those crocodiles packed a punch." He says, sighing as some of his wounds close up. "At least now I know what it's like when I bite people. No wonder my spirit animal is a crocodile."
Only down 5 HP now. Thank you, itty bitty amount of Damage Reduction!
Navior |
Now that you're out of combat, it's possible to take 10 to cross the river, which just about everyone will succeed on (DC 12). People like Mahjik can easily help those who don't quite succeed by taking 10 (like Shokambe, who only gets an 11 by taking 10 on Acrobatics).
Due to the slipperiness, it takes a minute or so to get everyone across the to the other side of the river where you can continue on your way. The path on this side is starting to look more and more like a road, complete with paving stones.
After only a few minutes of travel, the trees to the south of you thin. In the distance (maybe half a miles or so), you can make out the tops of buildings peaking above a shallow valley. It's difficult to tell much about them, but at the very least, they are intact. The road continues following the river eastwards towards a thicker patch of jungle.
"Could that be Saventh-Yhi?" Lorenz says, pointing towards the buildings. "Have we actually made it?"
"I'd say there's a strong possibility," Shokambe replies. "The road doesn't seem to go that way, though."
Douena Trestleben |
"We could go back and try the other road," Douena suggests brightly.
Lorenz aka Navior |
"But who says it's not?" Lorenz responds. "Maybe the road leads into more city just past those trees up ahead. Besides, if we really want to go to those buildings there"--he points to the south--"we can always just cut across the open ground here instead of going all the way back to another road that might not even go to those buildings."
Mahjik the Flink |
Mahjik grins and his eyes dart as if he's chasing some private humor, "No reason really. I don't think we're currently in a rush even; so we could go one way and then the other - but all-in-all it is perhaps better to have a single place where most of us can stay; not much point in everybody tiring themselves out for scouting."
Jask Derindi aka Navior |
"Oh, we should certainly scout an area before camping there," Jask agrees with Makoa. "I was just suggesting that we should do that before splitting up. In fact, once we get a base camp in operation, we might want to go back to a system like we had on the Shiv, where some of us stay by the camp to hunt and prepare, while the others go out to explore."