PbP Gameday #2 GM Tektite's Devil We Know Series (Inactive)

Game Master Hawkwen Agricola

Swift Prison
Derro Hideout


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The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

That didn't sound good Ellie!

Ag'mira slings the crossbow on her back as she moves up, positioning herself 10' away from the enemies. She fans her hands out in front of her aiming to keep Vennoc out of the spell as she whispers an incantation. Flames spew out in a 15' arc burning the woman and undead.

Burning Hands: 2d4 ⇒ (4, 4) = 8 Reflex DC 15 save for 1/2 I need to do this magic thing more often!

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Go back to hell.

Vennoc appears to simply ignore the injury as he continues his assault. He does seem to be somewhat more cautious about risking further harm though.

sword, PA, Combat Expertise: 1d20 + 4 - 1 - 1 ⇒ (20) + 4 - 1 - 1 = 22
to confirm: 1d20 + 4 - 1 - 1 ⇒ (3) + 4 - 1 - 1 = 5
slashing: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
AC 21 for this round

If that proves sufficient to defeat the undead creature, Vennoc will step over its lifeless husk to threaten its master. Let's see if she still wants to try blinding people when Vennoc's standing next to her.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan recoils involuntarily as Ellie's boomstick misfires. Egad! Something that loud should really have a better payoff. You will have to explain what that contraption does exactly Ellie, when we are less engaged of course. Heccan's expression becomes more serious as he witnesses the undead abomination injury Vennoc. He quiets, again forces himself to concentrate and fires another frost ray at the woman.

Heccan speaks to Henry. I am afraid reason finds no purchase today my friend. Let us finish this quickly.

Rolls:

Ranged Touch Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Frost damage: 1d3 ⇒ 1

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ears still ringing from Ellie's misfire, the ranger go wide to avoid an opportunistic attack, before drawing his scimitar and flanking the spell caster. Ceobryrn attacks as he get into position.

(If Vennoc moved up then add +2 to hit for flank)
scimitar 2 hands w/PA: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24(add +2 if vs human)
damage if hit: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7(add +2 if vs human)

possible critical: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14(add +2vs human and/or +2 flank as appropriate)
added damage if confirmed: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9(add +2 if human and +2 fire damage for Flame of the Dawnflower trait)


@Ag'mira: From your position, you are going to hit Vennoc with you burning hands. I'm am ok with Vennoc attacking and taking a five foot back before your spell goes off.

Vennoc slashes at the undead, dealing it a grievous wound, but the creature still stands!

Ceobryrn steps up and slices into the woman, but she still stands as well, having avoided a more serious wound!

Assuming Vennoc steps back. Correct me if that is a wrong assumption.

As Vennoc steps backward, Ag'mira sends forth a jet of flames!

Woman: 1d20 ⇒ 15
Undead: 1d20 ⇒ 9

The woman is able to avoid the some of the flames, but the undead falls to the deck in a smoking heap!

Heccan then fires another frosty ray, but misses the woman!

Initiative:
Ag'mira
Vennoc
Ceobryrn
Woman
Henry
Heccan
Ellie

Woman- 21 damage

Party sans Heccan is up!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"What? Who? I warned you, Lass! What?"

Henry tries to knock her out with the flat of his blade.

Mwk Longsword power attack, challenge: 1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 21
nonlethal damage, challenge: 1d6 + 3 + 4 + 2 + 4 ⇒ (4) + 3 + 4 + 2 + 4 = 17

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Sorry about that - thought I had a good position.

Ag'mira pulls up her crossbow and fires into the melee at the woman.

Light Crossbow: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Damage: 1d8 ⇒ 5


Striking a tremendous blow with the flat of his blade, Henry knocks the woman out cold. She falls to the ground next to her minion.

Out of Combat

Grand Lodge

Female Halfling Gunslinger (Musket Master) 2
Stats:
HP: 19/19 (1 nonlethal) || AC: 19, touch: 16, flat-footed: 14 || CMD: 15 || Fort: +5, Ref: +8, Will: +3; +2 vs. fear || Init: +5 || Perception: +9

Ellie sniffles as she slowly begins to clear the mess from her musket using some old cloths and strange-looking cleaning tools from within her backpack. "It's called a musket, Heccan," she explains as she fishes out the charred remains of what was once a bullet, "though a boom-stick's probably a good name for it! I dunno much about 'em, to be honest. Good old friend of mine gave it to me... said he got the idea from Alkenstar, thought it'd be good against demons..." The halfling shrugs with a grin. "He was a bit crazy, old Faraldur. But he reckoned I'd have a blast with it while I was out adventuring, y'know?" Once the gun is serviceable once more, Ellie loads another bullet down the front.

"So, she got anything on her?" she asks those grouped around the fallen corpses.

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"What? Hey! Ho! Why, Ellie, my son's got himself one of those contraptions as well. Smaller though, a pistol-he calls it Pea-Shooter! Ha ho ho! It's a bit beyond me but he was always a smart kid. He's the Venture-Captain of Cassomir now, you know? Turned the family estate into a Lodge, what? Hey! What?"

Henry will help tie up the woman and free her of any valuables.

Grand Lodge

Female Halfling Gunslinger (Musket Master) 2
Stats:
HP: 19/19 (1 nonlethal) || AC: 19, touch: 16, flat-footed: 14 || CMD: 15 || Fort: +5, Ref: +8, Will: +3; +2 vs. fear || Init: +5 || Perception: +9

"A venture-captain! That's amazing!" Ellie beams brightly, eyes sparkling as she clutches her rather battered musket close to her chest. "Oh! I'm sure your son is just the most dashing gentleman...! I'll have to visit his lodge while we're here in Cassomir!"

Hey, who can say no to halflings with a thing for guns?

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"What? Who? Oh! Aye, we're all quite proud of him. The Flaxseed Lodge offers a nice respite between adventures, too, what?"

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn puts his weapon away and retrieves his Chakram. Seeing Vennoc is wounded, the ranger takes out a wand an taps the swordlord twice.

wand clw: 1d8 + 1 ⇒ (1) + 1 = 2
wand clw: 1d8 + 1 ⇒ (4) + 1 = 5 (Vennoc cured 7 hp)

Commenting as he glances around, "Well she didn't seem to know who Kafar is? We don't know where Cestis is? Kafar said a pathfinder was with the group taken here, but he's not. I would have thought Kafar knew who Cestis was? Questions, but few answers."

(questions for freed captives)
Since the battle is over, Ceobryrn will again ask the freed captives a couple of questions:
"Were you all keep together at the tavern before you lot were brought here?"

"Also, what about Kafar was he taken prisoner along with you, or was he helping them?" he describes the Kafar if they don't know who he is.

"Did any of the slavers say anything about Ismacco?"

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

What cabin did she come out of? Perhaps we can find some clues on where they took Cestis in there.


Ellie searches the woman and finds two potion of cure light wounds, +1 halfplate, and a masterwork heavy flail. She also finds a note and a
map on her that gives directions to a cooper’s warehouse on the south side of the Imperial Naval Shipyards, in which there is an office with a trap door that leads to a hidden basement where the “Cult of Nature’s Cataclysm” meets and gathers supplies. The note is a love note accompanying the directions and is signed by one Dalirio Teppish.

KN: history DC 15:
The Teppish family once stood as the right hand of the Grand Prince, a family of wealth, power, and absurdly large holdings throughout northern Taldor. A Teppish once sat in the governor’s seat in Cassomir Prefecture. A Teppish once led thousands in battle against the Qadirans during the Grand Campaign. A Teppish negotiated the Treaty of the Wildwood, guaranteeing Taldor a renewable source of druid-protected blackwood trees that would forever supply the empire with the ships built in Cassomir’s famous Imperial Naval Shipyards.

The Teppish family’s power came to a close nearly 50 years ago when a series of rival houses launched attacks on their holdings and wealth, and even went so far as to assassinate several of the Teppish family patriarchs. In just a few short years the mighty Teppish were reduced
to laughingstocks in the Opparan social scene and were left with few possessions, even less gold, and no power at all. So the Teppish family did what any self-respecting Taldan family does when left destitute: they turned to a life of organized crime.

No one has heard anything of the Teppish family in many years.

The undead creature carried nothing.

She didn't come out of a cabin, she came from the docks.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira looks at the unconscious woman on the deck while Ellie sorts through her belongings and ponders
So now that the owners appear to be incapacitated, dead or undead, how much do you think we can sell this boat for?

Assuming Ellie shares the note's details...
Hmm, well that's interesting - looks like we know where to go next. Just to be sure let's finish searching the ship and make sure these good people are all out of their chains and safely off the ship. Hopefully Cetsis is there. Playing hide and seek with the prisoners is getting annoying.

Has anyone heard of this “Cult of Nature’s Cataclysm”
Not sure if that can be done with KN Local KN Local: 1d20 + 5 ⇒ (19) + 5 = 24

Finish searching any areas we have not searched or plundered

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Thank you for that Ceobryn. The woman's abomination was quite strong. Excellent work burning it down Ag'mira; I was rather surprised to see it not fall to my sword.

As to this cult, I have idea who they are. But since this woman presumably knew what was going on here, that note would seem to give us the next place to look for answers.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan breathes an audible sigh of relief once the battle is won. Excellent work Pathfinders. We do seem to be running into our fair share of trouble looking for our lost agent. Let us hope the woman has information regarding the agent's whereabouts.

Heccan listens and watches the party as they search the woman and nods as he hears of the next clue. Seems the little bird has found yet another breadcrumb. I do hope these cultists, should we find any of course, are more amenable to negotiations. The way things have been thus far, however, leads me to doubt that possibility.

Heccan eyes the armor found and looks to Vennoc. I say swordsman, this armor seems about your size. Heccan concentrates a bit, discomfort evident on his face as he calls up a small portion of arcane power. He opens his eyes as if looking at a new world and looks over the armor. Hmm, I suspected as much. Vennoc, this armor is radiating a magic aura. You may want to try it on, perhaps it will better protect you should we encounter any further conflict.

Heccan prepares to travel with the party to the warehouse. He turns to Ellie. A musket you say? Interesting. Though I do say the contraption could use some perfecting. And you say you do not fully understand this musket? Hm, that would terrify me frankly but for some reason it appears you are able to tame it regardless. A testament to your grit it seems.

As the party begins to travel to the warehouse, he walks next to Henry This lodge of your sounds delightful. Tell me, do you carry a full complement of libations? I hate to say, but the Cassomir lounge left a bit to be desired. I have been craving a decent Chellish red for weeks. Dare I keep hope alive in the form of a well stocked Falxseed bar? He flashes the cavalier a disarming grin as they continue to make way toward the warehouse.


Ag'mira:
You think you may have heard something of the cult. You've heard they are a local circle of druids, known as Nature’s Cataclysm, who hated the druids of the Wildwood Lodge for giving up so much of the Verduran Forest.

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

It hadn't occurred to me. I suppose that the enchantment would make up for the restricted movement.

I'd gain one net AC (except touch, which will drop to 10) for an extra one point of check penalty. I suppose it does make sense to wear it for now.

Vennoc takes the time to remove his own armor and put on that taken off the foe.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira paces about muttering to herself while Vennoc puts on his armor.

I know I've heard that name before...ahh, that's it, I remember now! I heard somewhere there was a local circle of druids, known as Nature’s Cataclysm, who hated the druids of the Wildwood Lodge for giving up so much of the Verduran Forest. What they would want with prisoners or slaves is beyond me however.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn nods in agreement, "Yes, It does seem the cultist is next logical place to check. Let's put Luscilia in chains below deck before she wakes up maybe she'll reconsider the slave trade, and if we need more clues we can always come back to question her."

After putting the woman in chains, the ranger goes with the group to cooper’s warehouse.

perception: 1d20 + 6 ⇒ (20) + 6 = 26

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

KN (history): 1d20 + 4 ⇒ (8) + 4 = 12

"Or turn her in to the authorities when this is over if she proves not to be useful, what?"

Henry follows along to confront the next group and hopefully find their missing Pathfinder.


Searching the ship, the party finds nothing else of interest. Securing the woman in the hold, the party heads for the warehouse. After a little bit of time, you are able to locate the cooper’s warehouse on the south side of the Imperial Naval Shipyard, locate the trap door, and look inside.

A smell, not unlike wet dog, fills this room. The corners are occupied by dirty straw pallets covered by wrinkled, mildew encrusted blankets. A single dilapidated table and four cracked and uneven chairs surround it. The floor is covered in a thin layer of dust and mud and footprints clearly cross the room from the trap door in the ceiling to a set of wooden double doors in the west wall.

MAP

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

No ladder. Must be another way out.

Vennoc drops down into the room, then moves out of the way so that the others can follow.

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

Henry follows Vennoc, leading Indy to jump down the hole.


Dropping down the trapdoor, Vennoc finds a ladder laying against the wall.

But the moment he drops down into the room, he hears someone yelling in a strange language. Looking, he sees a man and two dire rats!

Rolls:
H: 1d20 + 1 ⇒ (18) + 1 = 19
V: 1d20 + 2 ⇒ (8) + 2 = 10
C: 1d20 + 4 ⇒ (9) + 4 = 13
A: 1d20 + 8 ⇒ (12) + 8 = 20
H: 1d20 ⇒ 10
E: 1d20 + 5 ⇒ (3) + 5 = 8
D: 1d20 - 1 ⇒ (17) - 1 = 16
R: 1d20 + 3 ⇒ (16) + 3 = 19

Initiative:
Ag'mira
Henry
Rats
Man
Ceobryrn
Vennoc
Heccan
Eliie

Ag'mira and Henry!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"What? Ho! Foul beast!" Henry moves up and swings his longsword at one of the rats. He lets Indy take a swing at it too.

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13

tail power attack: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
damage: 2d4 + 2 + 2 ⇒ (4, 3) + 2 + 2 = 11

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira will quickly move down the ladder into the room below.
If I have an action left will fire the cross bow at the man

crossbow: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d8 ⇒ 1

Can someone move me? I'm on a sailboat this weekend and only have my mobile phone and can't move on the map. Alas no half orcs or salves on board. Thanks!

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn unable to react yet watches from above the trapdoor.

(ooc: More rats, that's a good sign.)

(I moved Ag'mira's icon. Assumed 4x for descending ladder and one diagonal.)


Ag'mira moves down the ladder and fires her crossbow, and puts a bolt in the man!

Henry and Indy move in and attack, but both miss their marks!

Attack vs Indy: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 ⇒ 3

Attack vs Henry: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d4 ⇒ 1

The rats rush forward and attack Henry and Indy, but the rats miss badly.

The man then casts a spell causing his staff to grow and begin to glow. He then moves up toward Henry!

Initiative:
Ag'mira
Henry
Rats
Man
Ceobryrn
Vennoc
Heccan
Eliie

Party up!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"Stay down, you dirty vermin, what!" Speaking to the man now and swinging at him.

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
nonlethal damage: 1d6 + 3 + 4 + 2 ⇒ (3) + 3 + 4 + 2 = 12

tail power attack: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
damage: 2d4 + 2 + 2 ⇒ (3, 1) + 2 + 2 = 8

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn climbs down the ladder and steps forward quickly drawing and throwing a Chakram at the man with the glowing staff.

(Assumed 4x for descending ladder and move 2 squares)

Chakram: 1d20 + 4 + 2 - 4 ⇒ (4) + 4 + 2 - 4 = 6 included +2vs human & -4 into melee
damage if hit: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10 included +2 vs human

Undoubtedly the Chakram misses sticking into the wall.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira delays until after Henry then pulls out some sand from her belt pouch. She utters an incantation as she lets the grains slip between her fingers then points to the furthest rat.
These words, a lullabye.
Slow your breath,
And close each eye.
By verse's end
Lie as lumber,
Drift in dreams
In peaceful slumber.

Sleep DC15:
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

10' burst should get all of them. 4HD Max of creatures starting with lowest HD 1st. Thinking Henry should be OK since he is 4th level.

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Vennoc charges forward, shield up and prepares to cut the wizard down.

Shouldn't bring sorcery to a swordfight. It could get you killed.

sword, charge, power attack: 1d20 + 4 + 2 - 1 ⇒ (1) + 4 + 2 - 1 = 6
slashing: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

AC reduced by 2 for round


Henry slams the man with the flat of his blade, knocking him unconscious!

Ceobryrn throws a chakram and hits the wall!

Ag'mira begins casting a spell!

Vennoc charges the fallen man, but corrects and aims for the rat, but his correction cause his swing to be off!

Heccan and Ellie!

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan climbs down the ladder and fires off another Ray of Frost at the nearest rat.

ranged touch: 1d20 + 1 ⇒ (17) + 1 = 18
frost damage: 1d3 ⇒ 3

Grand Lodge

Female Halfling Gunslinger (Musket Master) 2
Stats:
HP: 19/19 (1 nonlethal) || AC: 19, touch: 16, flat-footed: 14 || CMD: 15 || Fort: +5, Ref: +8, Will: +3; +2 vs. fear || Init: +5 || Perception: +9

Ellie makes her way down the ladder, but the amount of people in the way of her shot causes her to relocate to the other end of the room. At this rate, she wouldn't have to fire at all...

Double move


Heccan fires a frosty ray, just managing to hit a rat in melee!

Ellie climbs down the ladder and moves closer!

Attack vs Henry: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 ⇒ 3

Attack vs Vennoc: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 ⇒ 1

The rats squeak angrily and attack again, but again, miss!

Party up!

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Vennoc continues his attack in silence, annoyed that the spellcaster still lives.

sword, PA: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
slashing: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"Careful now, what!"

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
nonlethal damage: 1d6 + 3 + 4 + 2 ⇒ (1) + 3 + 4 + 2 = 10

tail power attack: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
damage: 2d4 + 2 + 2 ⇒ (4, 2) + 2 + 2 = 10

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira's Sleep Spell should go off where I placed the X on the map.


2d20 ⇒ (4, 6) = 10

Henry, Indy, and Vennoc all miss, but Ag'mira's spell goes off and the rats lay down to take a nap!

Out of Combat

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn retrieves his Chakram from the wall and has a look around the room.

perception: 1d20 + 6 ⇒ (19) + 6 = 25


Ceobryrn:
You notice a trap on the floor, right in front of the door leading east.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

I wonder how many more rats these Nature's Cataclysm Druids have in here? Vennoc could you help me dispatch these filthy beasts?

Ag'mira will wait for Vennoc to assist on a

coup de grace:
As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die.

.

If Vennoc doesn't finish him off...
Dagger: 1d20 + 5 ⇒ (7) + 5 = 12 +4 if I get a prone bonus
Damage: 1d4 ⇒ 1

Not much help at all..

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Of course

auto crit: 2d8 + 6 ⇒ (1, 5) + 6 = 12
Can you power attack a coup de grace? If so, that's an extra 4 points.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

"TRAP! in front of the door leading east." the ranger calls out.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan wrinkles his nose as Vennoc and Ag'mira slaughter the rats. Vile things! If only their demise would cause a dent in their population. I don't know about the rest of you, but I have had my fair share of vermin today. Tell me, does the caster have anything of value tucked away?

Heccan calls upon his infernal will and scans the area for signs of arcane power.

Heccan casts Detect Magic and looks for any signs of magical auras.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Thanks for spotting that Ceobryrn. Sorry Vennoc, but one more rat if you don't mind this nasty business. I certainly have seen enough rats today as well Heccan.

Once the rats are dispatched Ag'mira will check on the unconscious man.

Lets have a look at you and see if you are really injured.
Heal Check: 1d20 + 4 ⇒ (17) + 4 = 21
How much real damage does he have?

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