Carran |
Carran fires at the Guecubu that stands at the right side of Luke Rand, firing several arrows at the creature.
Firing at Guecubu 1
Ranged attack, Rapid Shot, Manyshot, Misfortune, Shooting into Melee: 1d20 + 17 - 4 - 4 ⇒ (9) + 17 - 4 - 4 = 181d20 + 17 - 4 - 4 ⇒ (19) + 17 - 4 - 4 = 281d20 + 12 - 4 - 4 ⇒ (6) + 12 - 4 - 4 = 101d20 + 7 - 4 - 4 ⇒ (20) + 7 - 4 - 4 = 19
Crit Confirm 2nd&4th attack: 1d20 + 17 - 4 - 4 ⇒ (7) + 17 - 4 - 4 = 161d20 + 7 - 4 - 4 ⇒ (20) + 7 - 4 - 4 = 19
Damage: 1d8 + 8 ⇒ (1) + 8 = 93d8 + 24 ⇒ (4, 3, 2) + 24 = 33 Don't think I hit even with a natural 20 on attack and confirm but just rolled damage.
Figwidget |
Flying up as high as he can, Figwidget throws a bomb down at the Guecubu in the middle, shaping the explosion so that it won't harm the Major. Unfortunately, he doesn't get a good throw off, and the bomb tumbles, not landing where he wanted and not producing the shaped explosion he was hoping for.
Use Precise Bombs to omit Major Luke Rand's square. I've included a -4 for shooting into cover here; add +4 to the attack roll if Figwiget is able to get high enough so that the Guecubu in the middle doesn't have cover. (This is entirely GM judgement, as the rules don't really cover 3d combat.) Splash damage will hit both other Guecubus, and is 12 points; a DC22 Reflex save halves that.
Ranged Touch Attack including PBS and Cover: 1d20 + 9 ⇒ (1) + 9 = 10
Damage if hits including PBS: 3d6 + 7 ⇒ (4, 1, 1) + 7 = 13
Oops, that's a miss!
Scattering Direction: 1d8 ⇒ 5
OK, that explosion goes long. Only Guecubu #2 will be in the splash damage for it.
Major Luke Rand |
Will Save: 1d20 + 7 ⇒ (2) + 7 = 9
Luke will beat on #1 until he drops then switch to #2
Flurry of Shield: 1d20 + 16 ⇒ (11) + 16 = 271d20 + 16 ⇒ (15) + 16 = 311d20 + 16 ⇒ (18) + 16 = 341d20 + 11 ⇒ (10) + 11 = 211d20 + 6 ⇒ (17) + 6 = 23
damage rolls: 2d6 + 10 ⇒ (6, 1) + 10 = 172d6 + 10 ⇒ (4, 4) + 10 = 182d6 + 10 ⇒ (6, 4) + 10 = 202d6 + 10 ⇒ (6, 1) + 10 = 172d6 + 10 ⇒ (4, 2) + 10 = 16
Tychi |
Tychi can't get in with everyone there and the mud, so holding still.
GM Zed |
Hovering above the melee, Figwidget hurls a bomb into the mix but, with the riding humidity in the room, it slips from his hand and land behind it's intended target. The device explodes and showers one of the Guecubu with hot shards of metal.
Reflex Save for Half Damage: 1d20 + 7 ⇒ (20) + 7 = 27, success
A red mist rises in Major Luke Rand's mind, he smashes against his foes again and again, each blow finding it's target...when he is done one of the Guecubu lies dead and broken, a second teeters on the edge of death....
Seeing his intended target falling under Major Luke Rand's onslaught, Carran quickly changes his target and let's off a volley of arrows...unfortunately all but one misses.
Carran targets Guecubu 3 instead of Guecubu 1
Moving around to maintain flanking, the Guecubu continue to attack Major Luke Rand.
Guecubu 2 attacks Major Luke Rand
Bite Attack: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19, missing
Slam Attack: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21, missing
Slam Attack: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25, missing
Guecubu 3 attacks Major Luke Rand
Bite Attack: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36, critical threat
Slam Attack: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23, missing
Slam Attack: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25, missing
Critical Automatically Confirmed (Misfortune) damage: 2d8 + 12 ⇒ (4, 4) + 12 = 20
Major Luke Rand - you need to make a DC20 Will Save to avoid being Staggered - don't forget your -4 penalty to save from Misfortune
Everyone can take their turn now (note Guecubu 2 has moved to the space vacated by the now-dead Guecubu 1)
Tychi |
GM : Is the door still blocked by the rocks and mud, or has the spell expired yet?
Carran |
GM, so I take it the attack against 28 missed? As I recall a nat 20 on attack would confirm a hit regardless if you would normally miss that attack.
Major Luke Rand |
Will Save: 1d20 + 3 ⇒ (13) + 3 = 16 joy, looks like I'm staggered.
Reeling from the savage bite of the creature, Luke takes a moment to try and clear his head then thinks on some of the combat techniques that he has used that would be helpful in this situation.
I'm going activate martial maneuvers as a move action to gain the benefits of dodge, greater shield focus, and Bashing Trip for a minute.
Figwidget |
Seeing his targets spread out such that they won't all be caught on one explosion, Figwidget says, "Dagnabbit!"
Aware that he's got well less than a minute left from his Fly spell, he maintains hovering over the muck, and throws a bomb at Guecubu 3, again shaping the explosion to omit Major Luke Rand from the splash damage.
Ranged Touch Attack including PBS: 1d20 + 13 ⇒ (11) + 13 = 24
Damage if hits including PBS: 6d6 + 7 ⇒ (5, 2, 6, 3, 1, 5) + 7 = 29
GM Zed |
Carran - my bad, that's two hits!!!!
Tychi - the Spike Stones is a long duration (hours rather than rounds) effect and the difficult terrain aura is permanent to 30ft around each Guecubu. There is nothing that will prevent you entering...it is just going to be slow and potentially harmful
Tychi |
Sorry, I thought the spike stones blocked the entrance, not made it difficult to enter
Tychi goes back down the steps a few feet, and gets a running start, and races up and leaps over the stones and mud to land next to Luke.
Acrobatics: 1d20 + 23 ⇒ (15) + 23 = 38
Then he attacks the nearest undead.
two-handed power attack kusarigami weighted edge: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 1d4 + 25 ⇒ (3) + 25 = 28
Carran |
Seeing one of the menacing Guecubu's go down, Carran continues his volley of arrows on the one he hit moments before.
Ranged Attacks, Rapid Shot, Manyshot, Misfortune, Shooting into Melee: 1d20 + 17 - 4 - 4 ⇒ (8) + 17 - 4 - 4 = 171d20 + 17 - 4 - 4 ⇒ (3) + 17 - 4 - 4 = 121d20 + 12 - 4 - 4 ⇒ (19) + 12 - 4 - 4 = 231d20 + 7 - 4 - 4 ⇒ (11) + 7 - 4 - 4 = 10
Crit Confirm attack 3: 1d20 + 12 - 4 - 4 ⇒ (16) + 12 - 4 - 4 = 20 Don't think that confirmed
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Seeing most of his shots go wide, Carran curses slightly in catfolk as he can't focus on not hitting Luke Rand in the process. Due to that, most of his arrows were aimed at the left side of the creature, his arrows arching obviously far too much to the right.
GM Zed |
Tychi - you have placed yourself in the Spike Stones area - there isn't a clear area so you were always going to be subject to the damaging terrain; 1d8 ⇒ 8 damage plus reflex save, DC19, to avoid injury to legs...
Tychi leaps into the foray, his weapon swinging as he lands, stoving in the head of the most injured of the Guecubu...
Figwidget, his flying ability quickly wearing off, manages to find his target with his next bomb. The Guecubu, swathed in flame, staggers wildly as it's unlife starts to fade. Carran follows up with another volley of arrows but in the confusion of battle only one arrow finds it's target.
The last remaining undead blindly continues it's attack against Major Luke Rand
Guecubu 3 attacks Major Luke Rand
Bite Attack: 1d20 + 14 ⇒ (19) + 14 = 33, missing
Slam Attack: 1d20 + 14 ⇒ (10) + 14 = 24, missing
Slam Attack: 1d20 + 14 ⇒ (1) + 14 = 15, missing
Everyone can take their turn now - first to hit the Guecubu will, most likely kill it: AC21, HP21
Tychi |
Reflex Save: 1d20 + 10 ⇒ (2) + 10 = 12
Tychi extends the chain weapon he's using and attacks past Rand, at Guecubu 3.
PA Flurry 1: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33
PA Flurry 2: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15
PA Flurry 3: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
PA Flurry 4: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16
PA Flurry 5: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Wow, only one hit.
Damage: 1d4 + 19 ⇒ (2) + 19 = 21
LOL, exactly
Tychi watches the last of the undead creature's head cave in as the heavy weight slams into the thing's forehead. Then he winces as the pain in his legs hits. "I believe I will require some healing, Nike." He says with a wince, and then makes a leap back to the cleared area on his weakened legs.
Acrobatics: 1d20 + 23 ⇒ (14) + 23 = 37
That's a 20 foot jump, even with the +10 for no running start, and up to 7 pts of penalties for the damage to the legs.
Major Luke Rand |
Attack Roll if I'm Still Staggered: 1d20 + 22 ⇒ (12) + 22 = 34
Flurry of Shield if I'm Not Staggered: 1d20 + 20 ⇒ (17) + 20 = 371d20 + 20 ⇒ (5) + 20 = 251d20 + 15 ⇒ (20) + 15 = 351d20 + 15 ⇒ (16) + 15 = 311d20 + 10 ⇒ (15) + 10 = 25
Damage Rolls (just take the first one if I'm still staggered): 2d6 + 10 ⇒ (3, 3) + 10 = 162d6 + 10 ⇒ (4, 4) + 10 = 182d6 + 10 ⇒ (2, 3) + 10 = 152d6 + 10 ⇒ (5, 2) + 10 = 172d6 + 10 ⇒ (2, 1) + 10 = 13
Figwidget |
Figwidget flies over to the side of the spikes where Major Luke Rand is and sets himself on the ground just before his Fly extract runs out.
"If you give me a minute," he says, "I can brew up another Fly infusion, and give it to you. I can only make one more of these today before I renew my arcane energies with some rest, though, so you'll have to carry me out. I'm a lot lighter than you, so it'll probably work better if you fly and carry me than the other way around!"
Tychi |
Tychi walks down to Nike, who touches him and gives him a bit of healing.
Lay on Hands: 1d6 ⇒ 6
With his legs healed, Tychi seems in a much better mood. "If I might suggest, Mr. Luke Rand, you might want to check the corpses for anything useful before you fly out, as you are already there?"
Carran |
Carran slowly steps out of the affected area so as not to get his feet hurt as much as moving further through them.
"Now we're finally rid of those undead monsters. If we meet any more of those it will be too soon."
Carran states as he takes up inventory of his arrows.
Major Luke Rand |
Luke will stow his shield then manually throw the bodies next to him out of the area of the spike stones, saying "Feel free to take a look yourself."
GM Zed |
The Guecubu corpses are a horrible amalgam of bone, stone and plant matter...at first glance it seems unlikely that there would be anything of worth on them....
Although you are welcome to examine the corpses if you like
Tychi - the Spike Stones leg damage (from the failed save) is a 'hobbling' type effect as follows:
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.
All - Next steps? Further exploration (which direction?) or resting?
Carran |
I guess Luke could use some healing and rest for the day, elsewise we might explore the next sideroom to the right if we follow the tracks. Also GM would you mind if I changed a few feats if/when we have a large enough downtime?
"Luke how are you holding up? You got beaten up quite badly back there, you okay?"
GM Zed |
Carran - I have no problem with you swapping around a few feats when you level up...which should be very soon.
As the evil of the Guecubu aura subsides, Carran and Major Luke Rand both feel the nagging claws of doubt that were affecting the judgement quickly release...a new sense of clarity and of certainty fills their minds....
Not 'Rules as Written' but, with the Guecubu dead, the Misfortune curse is lifted from you
Tychi |
So, Tychi has no more hobbling, since Nike healed him with lay on hands, yes?
Tychi will search the bodies.
Perception: 1d20 + 26 ⇒ (5) + 26 = 31
Perception: 1d20 + 26 ⇒ (4) + 26 = 30
Perception: 1d20 + 26 ⇒ (2) + 26 = 28
Nike |
Nike touches Luke with her horn..
Lay on Horn: 1d6 ⇒ 6
Lay on Horn: 1d6 ⇒ 3
..then Carran...
Lay on Horn: 1d6 ⇒ 4
Lay on Horn: 1d6 ⇒ 3
SHould take care of any wounds from the stone spikes
GM Zed |
Tychi - I think only a 'Cure Light Wounds', 'Cure Moderate Wounds' or 'Cure Serious Wounds' will cure the 'half movement' leg injury however given that bandaging and a successful heal check will also cure the issue, I think we can ignore the effect and move on.
Picking through the piled up bones of the vanquished Guecubu reveals very little…a mixture of sodden bones, plant material, stones…and one small rusty key.
There are no further exits from this room so, assuming you return down the steps into the corridor, you have a number of options: north east along the tunnel (back to either the caves where the Gugs emerged from, exploring the tunnel with the rot grubs or heading northwards towards the noises that Tychi heard), south west and then north west along the unexplored tunnel or, dependent upon party health, resting up somewhere.
Tychi |
If the ability says 'curative spell' then no, LoH is ineffective. If it says 'until healed' then lay on hands works, as it's a healing effect. Haven't looked at the spell.
Tychi is fine with letting Rand decide where we move
Carran |
Carran will follow Rand as well, bow drawn, arrow notched.
Tychi |
Tychi and Nike will easily let Rand choose the path, but will take the lead, as they are unwounded at this point. Which cannot be said of anyone else. Tychi puts the rusty key away for possible future use.
GM Zed |
Proceeding to the north east and heading into the tunnel that heads south…you move into a small section of caverns that, quite obviously, were used in the past as a kitchen and as a food store. Anything of worth has long since decayed to dust or been looted, the remaining crates are smashed and empty.
As the caverns link together, they lead back parallel to the north-easterly main tunnel arriving at the cavern in which you discovered the enclave of Gugs. The campfire which had been burning in the cavern has died back to warm glowing embers. The embers gently illuminate a broad hall that appears to have once been used as a dining chamber, but the long, rotten tabletops taking up the bulk of the area's floor space have been covered in the bloody hides of various animals. To the north, a set of stone stairs leads to a raised platform adorned with a single round table. A large mass of fur lies on this round table…it appears to be quite still.
Apologies for lack of map update - it will be Thursday at the earliest that I can access / redraw maps
Carran |
Carran looks around the room with interest. "I wonder where they find all the animals for these hides. Don't think too many of them roam outside in the wastes."
He then follows Luke up the stairs while keeping an eye out for anything out of the ordinary like strings for traps or loose-fitting stones.
Perception: 1d20 + 20 ⇒ (15) + 20 = 35 +5 vs traps
GM Zed |
Cautiously ascending the short flight of steps, you approach the round table…upon first impressions, it appears that the mass of fur is not a hide or pelt as on the other tables….more that it is a corpse…and, from the stench of it, it has been dead for a while. The excess number of hands and the position of the mouth, hanging lifelessly open, confirm that it is the dead body of an adult Gug. The cause of death isn't obvious from examining the corpse at a distance….
Tychi |
Tychi and Nike will guard the bottom of the stairs against any sneak attack, while the others explore the area.
Major Luke Rand |
Luke will examine the body for wounds or illness, using the edge of his shield to flip it over as necessary. "Looks like a dead gug. One of the adults. Let's see if it attacks me."
Heal: 1d20 ⇒ 6
Carran |
"Not too sound to paranoia, but let me raise my bow first."
Carran states as Luke investigates the corpse.
When it doesn't move, Carran will be satisfied of the safety and look for any signs or causes of death as well.
Heal: 1d20 + 3 ⇒ (2) + 3 = 5
GM Zed |
Moving the dead Gug, a small cloud of flies take flight...but the dead beast remains utterly inert... Examining further, there are no obvious signs of injury to the creature and, as far as you can tell, it doesn't appear to be a particularly elderly Gug...yet the exact cause of death remains inexplicable to you...
GM Zed |
Still no Internet at home so map will have to wait...sorry
There is an exit to the west of this cavern...leading back to the location where Carran and Tychi first baited the Gugs...There are several directions in which you could proceed...to the north, you can see that the rail tracks lead in various directions as the tunnel opens up into a large cave (this is the direction that Tychi heard the machinery), directly to the west is the small tunnel with the rot grubs (turning to the north) and south west leads you to the junction where you first encountered the Gugs (and where one is, hopefully, still secured).
Maps will be back ASAP
Carran |
"Hmm, perhaps this one was sick? Either that or ritually sacrificed, but I'm not that deep into Gug culture to be sure of that."
Major Luke Rand |
"I don't even think these things have a language, much less a culture, although they must have intelligence, cause one of them surrendered to us."
just to be clear, other than the way we came into the room, there's no other exit from the room with the gug on a table?
Figwidget |
"I suspect somebody was doing an experiment," Figwidget says. "That's probably what I would have been doing. Keeps the mind active. Let's head next to where we heard the machinery. Since we've been battling strangely modified clockwork, that might be an interesting lead."