DM Khel |
Zirt - I'd say you're prone but conscious, and have a full round of actions.
Senzo - the grig is 20' up, but that's such an awesome move, I'll say the fountain is 15' high. Assuming you can make that jump, you're in range to hit it.
Images, 1 is actual target : 1d4 ⇒ 3
Senzo leaps atop the fountain and swings a powerful knucklepunch at the grig, but only manages to hit one of its mirror images, which vanishes!
Senzo Tanaka |
Works for me! I don't think Rock Stepper would apply, but he does ignore difficult terrain due to rubble and stone. And I'm pretty sure it's a sure thing, but in case it's not:
Acrobatics with ki: 1d20 + 18 + 20 ⇒ (9) + 18 + 20 = 47
The monk switches to an iron horse stance while atop the fountain.
Rayne Deverin |
Rayne fires off another trio of arrows, this time at the grig atop the fountain.
Rapid, Deadly: 1d20 + 8 ⇒ (13) + 8 = 21
1d8 + 7 ⇒ (7) + 7 = 14
Image Check: 1d3 ⇒ 2
Rapid, Deadly: 1d20 + 8 ⇒ (19) + 8 = 27
1d8 + 7 ⇒ (8) + 7 = 15
Image Check: 1d2 ⇒ 2
Rapid, Deadly: 1d20 + 3 ⇒ (1) + 3 = 4
1d8 + 7 ⇒ (2) + 7 = 9
Zirt Fzerkinkratzcher |
"Eep!" squeaks Zirt softly, as the deep gash nearly unseats her torso from the rest of her. With Sündr's song coursing through her blood, the gnome snatches up her healing wand from the ground and taps herself with it... just in time to stay awake. I don't think I can cast spells while raging, but I believe using a wand is allowed. DM, if I'm wrong, I'll change my action and be all sad.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
HP: 5/49 w/ raging song
HP: 14/49 after Sündr's turn.
Sündr, your healing and singing are greatly appreciated!
DM Khel |
Sündr heals Zirt, who further heals herself! Rayne lets loose a flight of arrows, which fly through the grig’s illusionary duplicates, leaving just the tiny fey fluttering above the fountain! Truk readies himself for the quickling to pass again!
Truk – since you know the direction the remaining quickling has come from previously, do you want to move so you’re in the right general area to try to grab it? At the moment you’ve got the party between you and where it has been coming from.
Badger is up!
DM Khel |
They are very fast, but if they're trying to move with stealth so they get sneak attack, they move at half speed, so they don't have as much movement to play with.
DM Khel |
Badger? You're up. I'll wait until this evening, then move into the next round. We are just about done with the scenario.
*Badger |
I am so sorry. I got swamped with work and passed out when I got home. Sorry to hold it up.
I will move and cast scorching ray on the fey that Senzo is fighting.
attack: 1d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (8) + 9 = 17 ranged touch
damage: 4d6 ⇒ (6, 5, 6, 5) = 224d6 ⇒ (1, 3, 5, 1) = 10
DM Khel |
Not to worry, Badger. I got caught up by life too and didn’t manage to post yesterday.
SR: 1d20 + 6 ⇒ (11) + 6 = 17
One of Badger’s fiery beams singes the grig, who gives him a fierce, tiny snarl in return! She then tells a brief, twisted tale about the fabulous dwarf bisque available at a tavern deep in the feylands. To his surprise and dismay, Badger finds the tale grimly entertaining!
Badger – DC 17 Will save or laugh hideously.
Truk readied grapple: 1d20 + 19 ⇒ (6) + 19 = 25
As the last quickling darts in to attack, Truk manages to grab hold of it! The speedy fey slices ineffectually at him in reply!
Red Shortsword vs Truk, grappled: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16
Damage: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Quickling (-18 hp, grappled); Grig (-22 hp)
Combining the fey in initiative, everyone is up!
Senzo Tanaka |
"I've 'ad enough outa you!"
Senzo lets fly from the statue:
A sharp blade-hand strike to the side of the neck:
1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27 for DMG: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
A rising knee to center mass:
1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 for DMG: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Dropping hammer fist to the top of the head
1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 for DMG: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Using a ki point the dwarf adds an awkward punch towards the face.
1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 for miss
Not sure how many images are left.
Rayne Deverin |
Rayne steps closer and fires at yellow.
Rapid, Deadly, Point Blank: 1d20 + 9 ⇒ (12) + 9 = 21
1d8 + 8 ⇒ (5) + 8 = 13
Rapid, Deadly, Point Blank: 1d20 + 9 ⇒ (12) + 9 = 21
1d8 + 8 ⇒ (5) + 8 = 13
Rapid, Deadly, Point Blank: 1d20 + 4 ⇒ (16) + 4 = 20
1d8 + 8 ⇒ (1) + 8 = 9
DM Khel |
Forgot Senzo was so close when I had the grig cast a spell instead of something more defensive - ah well...
The grig proves surprisingly resistant to Senzo's strikes, though he does manage to do the little fey some harm. Rayne's first arrow then kills the grig easily. The slayer spins and puts his next two arrows into the pinned quickling, earning him a surprised look from Truk, who squeezes the last life out of the nasty little fey.
With one wounded, grappled quickling left, I’m going to call this fight a victory for the Pathfinders.
With the fey defeated, the Pathfinders take a moment to gaze around the square, quiet except for the low crackle and buzz of the magical portals. As the normal face of the clock tower reaches 12:34 in the morning, the portals and temporal anomalies scattered about the square end abruptly, blinking for a moment, then disappearing as if they were never there! The western clock face once again spins wildly out of control, the other three faces desynchronize, and the clock tower emits a deep resonant bass tone thirteen times before going silent.
Henbane can be heard muttering to herself about the need to report back to Shyka the Many, about the clock tower, the temporal essence, and the intriguing group of mortals known as the Pathfinder Society. Over the next few days, she is pleased to have the Pathfinders' help in rebuilding the fey circle. Although no immediate effects of this are apparent, word does reach the Society through traveling traders that the clock tower now arcs out with blue and red energy every new and full moon, clearly continuing the linkage between the time magic and the fey power of the site.
Mayor Ogden tells the party that Mather Nithra’s allies seem to have retreated to lick their wounds, and she thinks it be some time before they attempt another strike on Uringen. On hearing the Pathfinders’ report of events in the clock tower, she is clearly quite pleased and fascinated, and grateful that both Henbane and Nithra were stopped from destroying it. She promises that the Society will have access to the highest quality goods from Uringen on a more permanent basis. Mayor Mieren also seeks out the party and apologizes for doubting them, assuring them that they are welcome to return to Uringen whenever they please.
Cerotius flits around excitedly, clearly very impressed by the Pathfinders’ problem-solving abilities, since they taught him things about the tower and managed to solve the puzzle that got them past Henbane’s magical barrier. In his excitement, he praises them for their quick thinking and rewards them with a collection of magic items and gold!
With their work in Uringen complete, the party sets off for their various homes. To their delight, they are met outside of town by the Embeth Travelers, who not only offer to guide them home, but offer each of them a loyal Embeth hound for their earlier service to the Travelers.
That’s it, gang! I had fun running this, hope you enjoyed it. It’ll be a few days before I can get chronicles out, I’ll post a link to them here when they’re ready.
Senzo Tanaka |
Thank you! This was a good time and a great party. I'd gladly jump in whenever the stars (or clock) align
-Posted with Wayfinder
Sündr-dögünn |
"Mayor Ogden, may I have a private word?"