Tianshuniverse II

Game Master wakedown

Sandflow Source - Map


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Grand Lodge

HP 23/23 (0NL) | AC 11 (T12, FF10) | Fort(+4) Ref(+3) Will(+3) | Init +1 | Perc -1

k:Arcana: 1d20 + 10 ⇒ (17) + 10 = 27
k:Dungeon: 1d20 + 10 ⇒ (3) + 10 = 13

Lana looks into the crater area.
"Wow what a perfect circle. Must have been magic."

Lana returns upon hearing Totoma saying her name.
"I'm amazing at walking why would you say I'm not? If I need to climb...Yelling Man, would your friend be willing to carry some of my gear?"

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

"Oh, Lana-san. This is what wand is good for! Allow you to carry like Nagaji slave! If only for few hours! Maybe Hayato need as well so that he carry Jinfu up cliff!!"

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Well... I believe this is the end of the road for Jinfu. If we reach the top and determine that there is further travel, I can always return down and assist him up magically.

Already in the process of removing items from Jinfu's saddlebags, Hayato turns to respond to Lana.

There is quite enough room in Jinfu's saddlebags for additional equipment. However, I do not believe that Jinfu will be coming with us to the top.

Lowering his voice in an attempt to seem conspiratorial.

He is quite afraid of heights...

Bluff: 1d20 + 8 ⇒ (18) + 8 = 26

Returning to his normal boisterous volume.

Anything you may need during the remainder of the adventure I can bring along myself. Lo Ma, that Ant Haul may prove useful if I am to be carrying all of the items we've stored in Jinfu's saddlebags.

Hayato proceeds to dismount from Jinfu and find somewhere safe to tether him. Once away from the group, his voice lowers to barely a whisper. Speaking directly to Jinfu while patting his neck.

Rest now old friend. Wait here for us to return.

Once Jinfu is secured, Hayato returns to the rest of the party.

Now then, I am quite confident that I can make the crossing along the cliff face. However, the old woman will likely have trouble. And though I am loathe to agree with Totoma, Lana has proven that she cannot even walk across rubble without disturbing each and every stone. How shall we proceed?

If the top is within range of a grappling arrow, great. If not we'll have to send 1-2 across with rope to be lowered down. Likely a "split the party" trap.

Grand Lodge

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AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

UMD: 1d20 + 9 ⇒ (16) + 9 = 25
UMD: 1d20 + 9 ⇒ (6) + 9 = 15

The old woman mutters a few strange syllables and points the wand at Hayato. Nodding in satisfaction, she repeats the process, pointing the wand at herself.

The wand, however, does not seem to cooperate with her.

Frowning, she tries again.

UMD: 1d20 + 9 ⇒ (16) + 9 = 25

"Ahh ha ha ha. Wand sometimes doesn't work! Must have bought from shady vendor! Anyone else need Nagaji slave haul?"

bluff: 1d20 + 9 ⇒ (9) + 9 = 18

Looking to Lana, she cocks her head.


Ah, I added the height markers from the adventure's map since they did not survive the original copy/paste.

You're looking at a 50ft sheer cliff, so the challenge with a grappling arrow or hook is getting it 50ft up the cliff face to dirt where there's really nothing for it to sink into - and then another 50ft+ to a building that it can grab hold of.

That said, there's nothing that prevents rope use to ascend the sheer cliff if you can figure out how to set it up with enough rope.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Thanks for the extra info!

Looks like our best bet is going to be sending 1-2 people across the cliff face and up the stairs with some rope. They can anchor it up top and lower it down. However, am I the only person with rope? Sounds like we're going to need 100ft and I've only got 50ft on me. Accounting for losing some to knotting and connecting lengths together, we're probably going to need closer to 150ft.

Alternatively, I burn a scroll of Spider Climb and do my best to channel Fezzik ascending the Cliffs of Insanity with y'all lashed to me.

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Climbers Kit comes with "ropes", and Lana has 50ft. of silk rope

After some discussion, the group comes to a consensus. Totoma, Hyato, and Reiko will be heading to the top with the collected length of the all the knotted ropes.

Totoma looks at Hayato with a very sad face.

"Oh Hayato, you're a slave now. I'm so sorry. Maybe when we get back I can buy your freedown with the money I get from the Society. Well, best to make the most of it I guess."

Totoma takes out his rope and throws it at Hayato's feet.

"Yip yip Slave Hayato... hmm, that takes to long to say... how about Slaveyato?"

With that, he walks away thinking of eaiser ways to address Hayato's new title in combat.

Acrobatics 1d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (13) + 8 = 21 to cross the gaps.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

The increasing rage that Hayato is experiencing as Totoma speaks to him is quite obvious to all on lookers.

Slaveyato... I'm going to kill him... No one could blame me if he happened to just slip off the cliff...

IDIOT! The spell is called Ant Haul! Nagaji Slave Haul is simply a local name for it where Lo Ma is from.

Hayato continues to mutter to himself as he retrieves the rope left at his feet by Totoma. Once properly stowed, he follows Totoma across the gaps.

Going to take 10 on Acrobatics to make the crossing unless something happens in the process that prevents me from doing so. Acrobatics is an 18 assuming I can take 10 without issue.

I moved Totoma and I to the far side on the map. With regard to if combat breaks out during the crossing, Hayato would have waited for Totoma to reach the far side before following.

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Totoma leans back with another one of his awkward but wholehearted apologies.

"Oooooh, haha I get it. Sorry Slav...er... Hayato."

Grand Lodge

HP 23/23 (0NL) | AC 11 (T12, FF10) | Fort(+4) Ref(+3) Will(+3) | Init +1 | Perc -1

Lana leaves her winter gear with the horse. It does not appear she will need it. She pulls out her notebook to record some of the information they have found while others figure out how to get her up the cliff side.

"Good Luck"

Lana watches the agility of the others with a small amount of envy wishing for boots of spider climb or a wand of stone shape.

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Reiko can take 1 for 12 to cross the gaps, as her Acrobatics is +11 and she treats all checks as though she has a running start. NINJA KI POOL OP, YO. She also has an additional 50 feet of Silk Rope she can knot and contribute.

Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23
Acrobatics: 1d20 + 11 ⇒ (4) + 11 = 15

Reiko nimbly and effortlessly crosses the gaps, making it a point to walk as casually and seemingly unimpeded as possible.

What is the matter, elder brother? Need a moment to catch your breath?

May as well flaunt what I got.


Long day. Update tomorrow.


And, as predicted...

GM Rolls:

Initiative
Hayato: 1d20 + 6 ⇒ (10) + 6 = 16
Lana: 1d20 + 1 ⇒ (19) + 1 = 20
Lo Ma: 1d20 + 2 ⇒ (18) + 2 = 20
Reiko: 1d20 + 7 ⇒ (7) + 7 = 14
Totoma: 1d20 + 5 ⇒ (4) + 5 = 9
Snakes: 1d20 + 3 ⇒ (16) + 3 = 19

As Totoma leaps the last of the three gaps, the end of a long length of knotted rope held by Hayato, he lands with a heavy thud.

Taking in a deep breath, as he turns to signal to the others that he made it, both Lo Ma and Lana realize that four serpents appear to be weaving their way down towards the ledges, with a pair specifically targeting Totoma.

Round 1
21 Lo Ma :
20 Lana :
19 Snakes :
16 Hayato :
14 Reiko :
9 Totoma :

Note the snakes are slithering down the wall/face.

Now Up: Lo Ma, Lana

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

HAHAHAHAHAHAHAHA.... I'll finally be rid of him! FREEDOM!

Clearly trying to suppress a smile. Hayato shouts across the gap to Totoma.

Good luck Totoma! Hopefully all of your training pays off...

I'll wait until my turn rolls around to determine my actual actions as they may change based off of Lo Ma and Lana

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

"Look! Totoma-kun! Snacks or pets!"

The old woman licks her lips, pulls out her crossbow and loads a bolt.

Grand Lodge

HP 23/23 (0NL) | AC 11 (T12, FF10) | Fort(+4) Ref(+3) Will(+3) | Init +1 | Perc -1

Status:
HP: 23/23 | AC:11 (F10/T11)
Fort(+3) Ref(+2) Will(+2) | Init +1 | Perc -1
Weapon Equipped = none
Conditions = none
Abilities
Arcane Reservoir (+2) = 6/6
Consume Spells = 2/2
School Understanding = 2/2
Versatile Evocation = 5/5
Spells
0 ∞/∞(DC 14): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation, Read Magic
1 5/5(DC 15): Heightened Awareness, Magic Missile, Snowball
Wands
49/50 - Infernal Healing
50/50 - Mage Armor
50/50 - Magic Missile

Lana moves to the square next to Reiko and behind Hayato. She examines the closest snake. With a flick of her wrist, she draws and shoots a magic missile from her wand.

K:Nature: 1d20 + 8 ⇒ (14) + 8 = 22

Magic Missile 1d4 + 1 ⇒ (1) + 1 = 2

Lana moves to the open space on the other side of Reiko so that she has clear line of sight to Snake #4, draws her wand of magic missile from her spring-loaded wrist sheath, and launches a magic missile at Snake #4.


GM Rolls:

Snake 1 vs T: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 for 1d4 + 4 ⇒ (2) + 4 = 6 with grab: 1d20 + 9 ⇒ (1) + 9 = 10
Snake 2 vs T: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 for 1d4 + 4 ⇒ (2) + 4 = 6 with grab: 1d20 + 9 ⇒ (5) + 9 = 14

Lana identifies them as constrictor snakes. Nasty if they get wrapped around you. Solid climbers. No poison.

Lana's arcane missile grazes the nearest of the snakes while a pair descend upon Totoma (6 dmg), the first sinking thick fangs into his arm but failing to coil around him. The second darts out but he luckily steps away in time.

The other pair continue to hiss and seem intent to await prey they for whatever reason expect to be "delivered" to their ledges.

Round 1
21 Lo Ma : Pulls out crossbow, loads it
20 Lana : Magic missile at #4 for 1hp
19 Snake #1 : Bites Totoma for 6
19 Snake #2 : Misses Totoma
19 Snake #3 : Readies
19 Snake #4 (1dmg) : Moves, readies
16 Hayato :
14 Reiko :
9 Totoma (6dmg):

Round 2
21 Lo Ma :
20 Lana :

Now Up: Everyone

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

I have to at least make it look like I'm helping otherwise people may suspect something...

Shouting at Totoma while drawing his bow.

Totoma! Idiot! You're not supposed to let the snakes bite you!

The party finds these words oddly inspiring...

Inspire Courage goes up (+1 to hit/dmg). Bow is now in hand.

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Round 1, Initiative 9

Status:
HP: 24/30 (0 NL) | AC:23 (F14/T19) | CMD:22
Fort(+7) Ref(+6) Will(+3) | Init +5 | Perc +8
Weapon Equipped = none
Conditions = none
Abilities
Burn - 0 (1/round, 7/day)
Enveloping Winds - 20%
Consumables
Antiplague, Antitoxin
Wands
50/50 - Cure Light Wounds (Carried by Hayato)

Totoma's playful nature withers away as he stares into the eyes of the nearest snake and the slightest smile begins to curl at the corners of his lips. He takes a a small step back, tightens his belt, and adopts a defensive fighting stance as he readies for another attack.

Totoma uses a 5ft. step and total defense.

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Round 1, Initiative 14

I guess I should not leave the dim wit on his own.

Reiko pushes past Hayato, smiling beneath her mask before she disappears from sight. Keen eyes detect the slight disturbance of dust and pebbles as she begins the dangerous trek across the ledges.

Guess I'll use the previous rolls until they're used up (23, 15), but AFAIK, I can't fail these checks unless I get crit by a snake and the damage is applied to the DC.

She stops just shy of a snake, drawing a shuriken on the move, awaiting the perfect moment to strike.

Reiko spends a point of Ki as a swift action to go invisible, double moves (I've update the map), and draws a shuriken as part of a move action. Can't attack in one round, so might as well get a sneak out of it and get the 50/50 miss chance.

Round 2, Initiative 14

Finding steady footing on the narrow ledge, she lets the shuriken loose on the nearest Snake, appearing before friend and foe alike with a deadly strike.

Please note this should be versus flat-footed AC.

Shuriken: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17
Damage: 1d2 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

The old woman moves precariously to the edge next to Hayato.

Why they too far away to stare at!!

Looking at the snakes, she yells, "Nagaji, Nagaji, Nagaji!!"

nagaji:
snacks, snacks, snacks!!

She then fires her crossbow at the closest snake.

crossbow: 1d20 + 4 ⇒ (20) + 4 = 241d8 ⇒ 3

crit threat + extra dice: 1d20 + 4 ⇒ (10) + 4 = 141d8 ⇒ 4

Grand Lodge

HP 23/23 (0NL) | AC 11 (T12, FF10) | Fort(+4) Ref(+3) Will(+3) | Init +1 | Perc -1

Status:
HP: 23/23 | AC:11 (F10/T11)
Fort(+3) Ref(+2) Will(+2) | Init +1 | Perc -1
Weapon Equipped = none
Conditions = none
Abilities
Arcane Reservoir (+2) = 5/6
Consume Spells = 2/2
School Understanding = 2/2
Versatile Evocation = 5/5
Spells
0 ∞/∞(DC 14): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation, Read Magic
1 5/5(DC 15): Heightened Awareness, Magic Missile, Snowball
Wands
49/50 - Infernal Healing
50/50 - Mage Armor
49/50 - Magic Missile

"Judging Mama you have this."

For a free action Lana uses 1 Arcane Reservoir to increase her Caster level and then casts Magic Missiles at Snake #2

Magic Missile: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11

With a growl of frustration Lana fires pure power at one of the snakes closest to Totoma. This small display of destruction satiates the her constant urge to explode.


GM Rolls:

Snake 1 vs T: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 for 1d4 + 4 ⇒ (3) + 4 = 7 with grab: 1d20 + 9 ⇒ (1) + 9 = 10
Snake 2 vs T: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 for 1d4 + 4 ⇒ (4) + 4 = 8 with grab: 1d20 + 9 ⇒ (13) + 9 = 22
Snake 3 vs R: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 for 1d4 + 4 ⇒ (1) + 4 = 5 with grab: 1d20 + 9 ⇒ (11) + 9 = 20
Snake 4 vs R: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 for 1d4 + 4 ⇒ (2) + 4 = 6 with grab: 1d20 + 9 ⇒ (5) + 9 = 14

The group coordinates against the closest serpent while Totoma tries to protect himself against a pair of snakes. Totoma's efforts prove successful while the first snake continues to defy the heroes despite several hits.

As Reiko appears and hurls her shuriken, two snakes slither in her direction, both sinking their fangs into little sister while one coils around her and begins to squeeze.

Round 1 Con't
16 Hayato : Inspires
14 Reiko : Goes invisible, moves ahead
9 Totoma (6dmg): Total defense AC23

Round 2
21 Lo Ma : Bolt vs #4 for 3dmg
20 Lana : Magic missiles vs #2 for 11dmg
19 Snake #1 : Miss Totoma
19 Snake #2 (11dmg): Miss Totoma
16 Hayato :
14 Reiko (grappled) : Ninja star vs #4 for 5dmg, now visible
13 Snake #3 (grappled) : Back in .. bites Reiko for 5 and grapples her
13 Snake #4 (10dmg) : Back in .. bites Reiko for 6
9 Totoma (6dmg):

Round 3
21 Lo Ma :
20 Lana :

Now Up: Everyone (except Reiko)

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Round 2, Initiative 9

Status:
HP: 24/30 (3 NL) | AC:17 (F13/T14) | CMD:16
Fort(+7) Ref(+6) Will(+3) | Init +5 | Perc +8
Conditions: none
Weapon: none
Abilities
Burn - 1 (1/round, 7/day)
Enveloping Winds - 20% (this affects non-physical ranged attacks for this round [such as rays])
Consumables
Antiplague, Antitoxin
Wands
50/50 - Cure Light Wounds (Carried by Hayato)

It's difficult to follow the action as Totoma and the snakes are trading blow for blow in rapid succession. However, seeing that things aren't going so well for Reiko, Totoma bolts up the stairs. As he moves, he dashes unpredictably back and forth in an attempt to avoid providing the snakes with an advantage.

Acrobatics 1d20 + 8 ⇒ (13) + 8 = 21 to avoid attacks of opportunity from the snakes.

Totoma reaches the stairs successfully:
Upon reaching the last stair, Totoma launches himself up with a quick handspring and lands gracefully at the top of the stairs. With a spinning flourish, wind and lighting whirl around him as he lets loose a powerful blast in a straight line towards one of the snakes threatening Reiko.

Accepting 1 point of burn for a Gusting Air Blast 1d20 + 7 ⇒ (14) + 7 = 21 for2d6 + 8 ⇒ (3, 6) + 8 = 17 points of bludgeoning against Snake #3.

Snakes 1, 2, 3, and 4(see map) are affected by Gust of Wind. DC15 Strength to move towards me.

Totoma is grappled or murdered:
Totoma struggles against the snake in an attempt to break free.

Attempt to break the grapple with a standard action.
1d20 + 3 ⇒ (7) + 3 = 10.

"Hay..ato... best... buddy... a little... help...?"

Grand Lodge

HP 23/23 (0NL) | AC 11 (T12, FF10) | Fort(+4) Ref(+3) Will(+3) | Init +1 | Perc -1

Round 3, Initiative 20

Status:
HP: 23/23 | AC:11 (F10/T11) | CMD:10
Fort(+3) Ref(+2) Will(+2) | Init +1 | Perc -1
Conditions: none
Weapon: none
Abilities
Arcane Reservoir (+2) = 4/6
Consume Spells = 2/2
School Understanding = 2/2
Versatile Evocation = 5/5
Spells
0 ∞/∞(DC 14): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation, Read Magic
1 3/5(DC 15): Heightened Awareness, Magic Missile, Snowball
Wands
49/50 - Infernal Healing
50/50 - Mage Armor
49/50 - Magic Missile

"Maybe I spoke too soon? Right then..."

Lana fires a series of bolts towards the snake that is grappling Reiko.

Free action, 1 point from Arcane Reservoir to increase Caster level.
Standard action, Cast Magic Missiles: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12 at Snake #4.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Round 2, Initiative 16

Seeing that one of the snakes is about to make a tasty treat out of Reiko, Hayato draws back on his bow and lets loose.

Foolish snake! No one is allowed to pick on Reiko but me!

Arcane Strike and fire at Snake #4

Attack: 1d20 + 7 ⇒ (9) + 7 = 16 forDamage: 1d8 + 5 ⇒ (5) + 5 = 10

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8
Big Brother Hayato wrote:
Inspire Courage goes up (+1 to hit/dmg). Bow is now in hand.
Totoma Ryuset wrote:
Accepting 1 point of burn for a Gusting Air Blast 1d20 + 7 ⇒ (14) + 7 = 21 for 2d6 + 8 ⇒ (3, 6) + 8 = 17 points of bludgeoning against Snake #3.

I missed Inspire Courage, it should be 22 to hit for 18 points of damage

Grand Lodge

HP 23/23 (0NL) | AC 11 (T12, FF10) | Fort(+4) Ref(+3) Will(+3) | Init +1 | Perc -1
Lana Gabriev wrote:
...Standard action, Cast Magic Missiles: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12 at Snake #4.

Snake priority in-case they die before my turn:

If Hayato hits but doesn't kill, Snake 4 gets 1 missile.
Otherwise: #4 > #3 (if Totoma hit, 1 otherwise all) > #2 > #1

Missile 1 = 3 + 1 = 4 damage
Missile 2 = 4 + 1 = 5 damage
Missile 3 = 2 + 1 = 3 damage

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

The old woman creeps to the edge of the ledge, glaring furiously at the snake grappling Reiko.

Hypnotic stare (30 ft), swift action; Painful stare, free action

She then launches a ray of frost at the snake.

ray of frost: 1d20 + 4 ⇒ (12) + 4 = 161d3 + 1d6 + 2 ⇒ (2) + (4) + 2 = 8

range touch, +1 dmg alch component focus liquid ice. painful stare +1 dmg + 1d6

"Quick freeze you for tasty snack later!!"


GM Rolls:

Str DC15: 1d20 + 3 ⇒ (16) + 3 = 19

Snake 1 vs T: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 for 1d4 + 4 ⇒ (4) + 4 = 8

Hayato pulls back on his bow and with a single shot drops the snake about to sink its teeth into his sister.

@Reiko: Restore 6 damage as Snake #4 didn't get a chance to bite you.

Totoma leaps away with ease and focuses a powerful gust of wind along the face of the cliff, smacking into the one coiled around Reiko but not quite stopping it.

Totoma:
Can you review your +8 damage? I see +2 Con +2 Overflow +1 inspire and come up with +5 instead of +8 damage bonus? The one on Reiko is not within point-blank range.

Lo Ma then focuses a blast of cold of her own, freezing the serpent coiled around Reiko in place (#4 RIP).

Lana, trying to decide which one she'll blast of her own accord, finally selects the one she believes she can most likely stop from stalking Totoma (#2 RIP).

The lone remaining constrictor works with impressive strength against the gusting winds, snapping at Totoma and narrowly missing the kineticist.

Round 2 Con't
16 Hayato : Shoots snake #4 for 10 damage, 20 total drops it
14 Reiko (grappled) : Ninja star vs #4 for 5dmg, now visible
13 Snake #3 (grappled) : Back in .. bites Reiko for 5 and grapples her
13 Snake #4 (10dmg) : Back in .. bites Reiko for 6
9 Totoma (6dmg): Acrobatics away, gusting air blast at #3 for 17 dmg (check spoiler above?)

Round 3
21 Lo Ma : Stares at #3, ray of frost at #3 for 8dmg, dropping it
20 Lana : Missiles #2 for 12 dmg, obliterating it
19 Snake #1 : Moves to Totoma, misses
16 Hayato :
14 Reiko (5dmg) :
9 Totoma (6dmg):

Round 4
21 Lo Ma :
20 Lana :

Only snake #1 remains.

Now Up: Everyone

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Round 3, Initiative 9

Status:
HP: 24/30 (3 NL) | AC:20 (F16/T14) | CMD:19
Fort(+7) Ref(+6) Will(+3) | Init +5 | Perc +8
Conditions: none
Weapon: none
Abilities
Burn - 1 (1/round, 7/day)
Enveloping Winds - 20%
Consumables
Antiplague, Antitoxin
Wands
50/50 - Cure Light Wounds (Carried by Hayato)

DM Panic:
PRD wrote:

Simple Blasts...

A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Emphasis mine. TL;DR physical blasts add +1 per d6 and full CON, elemental blasts only add 1/2 CON.

Full Air Blast breakdown:


  • Level 1 1d6+1+4(CON)
  • Level 3 1d6+1
  • Elemental Overflow +2
  • Inspire Courage +1

Totoma yells to Reiko, checking to see if she is okay.

"Hey Reiko, are you all right?"

Looking back towards the snake that just attacked him, the subtle bloodthirsty grin returns.

"Looks like it's a fair fight now."

Totoma takes a step back and assumes a conservative stance, then collects the air around him and launches another powerful blow.

Five-foot-step back, Air Blast 1d20 + 5 ⇒ (5) + 5 = 10 while fighting defensively for 2d6 + 10 ⇒ (1, 6) + 10 = 17.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Round 3, Initiative 16

Second round of Lingering Performance. Inspire Courage will go down on my initiative in Round 4.

Seeming to ignore the snake that is doing it's best to have Totoma as an afternoon snack, Hayato stores his bow and prepares to make the crossing.

Little sister! Quit bleeding all over the place and get to the other side to assist Totoma!

Move action to store my bow and a second move action to jump the first gap and land behind Reiko.

Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Round 3, Initiative 14

Reiko gives a curt nod in Hayato's direction, which he's welcome to interpret as either thanks or an acknowledgement of his "advice," but probably not both. Either way, she continues across the gap, unphased by her wounds, the narrow pathway, or the limp bodies of deceased pythons.

She ends her trek just shy of Totoma and the final snake, drawing her Adamantine Wakizashi and entering a ready stance.

She's not actually "ready" as she double-moved, but she should no longer be flatfooted from being on narrow ground and now threatens.

"It does not look like I am the one who currently requires help, Totoma."


GM Rolls:

Snake 1 vs T: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 for 1d4 + 4 ⇒ (1) + 4 = 5 with grab: 1d20 + 9 ⇒ (5) + 9 = 14

Round 3 Con't
19 Snake #1 : Moves to Totoma, misses
16 Hayato : Leaps over first gap
14 Reiko (5dmg) : Ninja-leaps to Totoma's aid
9 Totoma (6dmg): 5ft step, air blast misses #1

Round 4
21 Lo Ma :
20 Lana : Draw and fires wand of magic missile for 1d4 + 1 ⇒ (3) + 1 = 4
19 Snake #1 (4 dmg) : 5ft to Totoma and bites again for 5 dmg
16 Hayato :
14 Reiko (5dmg) :
9 Totoma (11dmg):

Round 5
21 Lo Ma :
20 Lana :

Hayato and Reiko begin dancing across the ledge while Totoma takes a step back but his unstable footing instead causes his gust of caustic wind to blow just over the snake.

Lana, seeking wisely to conserve her more powerful magic, draws a wand and flings an arcane bolt while Lo Ma considers her options.

Now Up: Everyone! (and Lo Ma twice)

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

The old woman peers down the chasm she is standing over and shudders in horror. Instead of leaping the gap, she loads her crossbow and fires.

crossbow: 1d20 + 4 ⇒ (15) + 4 = 191d8 ⇒ 6

She stands at the gap looking confused before firing her crossbow, once again.

crossbow: 1d20 + 4 ⇒ (18) + 4 = 221d8 ⇒ 3


La Ma benefits from the snake not being in melee for the moment and hits!

Round 4
21 Lo Ma : Loads bolt and fires hitting the snake for 6dmg
20 Lana : Draw and fires wand of magic missile for 1d4 + 1 ⇒ (3) + 1 = 4
19 Snake #1 (10 dmg) : 5ft to Totoma and bites again for 5 dmg
16 Hayato :
14 Reiko (5dmg) :
9 Totoma (11dmg):

Round 5
21 Lo Ma : Loads, shoots snake again for 3 dmg
20 Lana :
19 Snake #1 (13 dmg) :

Lo Ma loads her crossbow and with careful aim sinks a bolt into the long serpent harassing Totoma.

Now Up: Everyone!

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Round 4, Initiative 9

Status:
HP: 19/30 (3 NL) | AC:17 (F14/T13) | CMD:16
Fort(+7) Ref(+6) Will(+3) | Init +5 | Perc +8
Conditions: none
Weapon: none
Abilities
Burn - 1 (1/round, 7/day)
Enveloping Winds - 20%
Consumables
Antiplague, Antitoxin
Wands
50/50 - Cure Light Wounds (Carried by Hayato)

Totoma takes a step back and lets loose another volley.

Five-foot-step back, Air Blast 1d20 + 8 ⇒ (4) + 8 = 12 for 2d6 + 9 ⇒ (1, 6) + 9 = 16.

"Guys, I'm running out of room here."

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Round 4, Initiative 16

Inspire Courage is now down.

Hayato continues to make his way across the cliff face drawing his Katana as he lands on the far side with Reiko and Totoma.

Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17
Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12

Totoma! Quit playing around with the snake!

Grand Lodge

HP 23/23 (0NL) | AC 11 (T12, FF10) | Fort(+4) Ref(+3) Will(+3) | Init +1 | Perc -1

Round 5, Initiative 20

Status:
HP: 23/23 | AC:11 (F10/T11) | CMD:10
Fort(+3) Ref(+2) Will(+2) | Init +1 | Perc -1
Conditions: none
Weapon: none
Abilities
Arcane Reservoir (+2) = 4/6
Consume Spells = 2/2
School Understanding = 2/2
Versatile Evocation = 5/5
Spells
0 ∞/∞(DC 14): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation, Read Magic
1 3/5(DC 15): Heightened Awareness, Magic Missile, Snowball
Wands
49/50 - Infernal Healing
50/50 - Mage Armor
47/50 - Magic Missile

"I guess the ladies are cleaning things up today."

Lana takes aim again, and fires another Magic Missile.

Wand of Magic Missile 1d4 + 1 ⇒ (3) + 1 = 4.


Yet another arcane bolt thuds into the serpent harassing Totoma, but it continues to slither towards him for one... last... bite.

Snake's taken 17 damage.

Still Up: Reiko

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Round 4, Initiative 14

Oh no you don't.

Reiko thrusts with her Wakizashi, hoping to end the snake before it can take a bite out of Totoma.

Adamantine Wakizashi: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


With nowhere else to run, Totoma finds his heels teetering on the edge as the serpent darts at his, eagerly seeking to coil itself around his body and not just prevent any further gusts, but to squeeze the very life from him.

That is, until he's saved by Little Sister.

Out of combat!

End status:
Reiko : 5dmg
Totoma : 11dmg

With the current dangers dealt with, Totoma and Reiko dust off their clothes and ascend the steps dropping a knotted rope for the others to ascend up to the ancient temple.


Three sets of stairs lead up to a ten-foot-high stone platform surrounding this courtyard on three sides. Several buildings stand upon the platform, some of built directly into the mountain face.

The ground and walls here bear signs of centuries of combat practice.

DC15 Perception:
The most recent weapon marks are from spears and arrows, though no arrowheads are present.

You observe a curious set of burn marks on the ground.

DC18 Knowledge Arcana or Spellcraft:
They were caused by a scorching ray spell not long ago.

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Totoma looks over at Hayato, while slightly panting.

"Hey best buddy... think you can try and get me some of those cute scars now?"

Perception 1d20 + 8 ⇒ (4) + 8 = 12 as he looks around.

Totoma looks around, and seems fascinated by the ancient training grounds.

"Once that is taken care of... think we should start exploring over there?"

Totoma points at the northern most building.

Rule of left? Start with building #3?

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Supervising Totoma and Reiko as they anchor and lower the rope down to Lo Ma and Lana, Hayato takes a look around.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Hm, there appears to be a fresh trail of blood here... Oh... that is just Reiko and Totoma.

I suppose those that were foolish enough to let the snakes harm them would like some healing?

Reiko:

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Totoma:

Cute Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cute Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Looking in the direction that Totoma indicated.

For once a reasonable suggestion! The blood loss appears to have done you some good! Little Sister! Make yourself useful and check for traps!


Like a quiet breeze, Reiko, fully healed by Big Brother, ascends the steps carefully and cautiously and takes a peek into the first building the Pathfinders are to explore.

Rows of columns divide this spacious room. A pile of blankets lies in the southwest corner, but otherwise, the room is bare.

The following check can be made untrained.

DC17 Survival If You Examine Blankets:
During the pilgrimage season in the fall and spring, it appears that up to 60 people could sleep side-by-side in this room.

Three seem to have been used recently.

Tanbaru circles around the ledges you leapt along a few times before joining you in the main area, ascending a dozen or so feet behind Reiko and observing her with mild interest.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Once Reiko confirms that the path is clear of traps. Hayato moves past her into the room and kicks some of the blankets around in a half-hearted attempt to search the area.

Survival: 1d20 + 0 ⇒ (2) + 0 = 2
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Man... You should all be really jealous of my amazing rolls...

Clearly some form of resting place. I see nothing of interest here. We should continue exploring.

Gesturing vaguely in the direction of the far side of the building.
#4 on map

Little Sister! Check that room now!

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Perception: 1d20 + 7 ⇒ (4) + 7 = 11
THAT'S A 12 FOR TRAPS, lol
Survival: 1d20 + 5 ⇒ (4) + 5 = 9
The boards dice gods appear to intend to keep the Tian Siblings appropriately awful.

Reiko seems more interested in cleaning the snake blood from her Wakizashi than inspecting the room.

Yes, yes. Everything is clear.

Bluff: 1d20 + 8 ⇒ (13) + 8 = 21
Of course.

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

perception: 1d20 + 8 ⇒ (9) + 8 = 17
arcana,spellcraft: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (9) + 5 = 14
surv: 1d20 + 1 ⇒ (16) + 1 = 17

"Ayy yaa! Why you kids no pay attention! Just talk talk talk. You notice spears and arrows all over combat grounds? Also no arrowheads!

And look here! This big pile of blankets? Why so many? Why would large group of people come visit stupid mountain? They been used recently by two, maybe three people!!"

Grand Lodge

HP 30/30 (0NL), Burn 0 | AC 17 (T13, FF14) | Fort(+7) Ref(+2) Will(+3) | Init +5 | Perc +8

Totoma walks up the stairs after Reiko and Lo Ma and begins to examine the blankets.

Survival 1d20 + 2 ⇒ (9) + 2 = 11 to examine the blankets.

"Hmm...whatever you say. Hey! Maybe they are here for the Yama Sushi as well!"

Totoma will then proceed to follow behind Reiko, cautiously examining the sacred grounds.

Future take 10 on perception for 10 + 8 = 18 as Totoma follows behind Reiko, checking the rooms for anything we may have missed.

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