Shizzle P |
Shizzle P blinks at the thing and mouths the words 'What the fu-', he shakes his quickly and starts to rap:
What the hell is that
Said the bard in his rap
it's slippin, I'm trippin', it's comin' down the hatch.
Looks like the walking dead,
jerkin like a mari'nette
Come on you foolz, time to stomp this tool.
* Cast Bard Performance: Inspire Courage
+1 Attack to all party members
+1 Damage for all party members
+1 Morale based saves for all party members
Ishwar |
Assuming the rapping to be my cue to go, I will move out to see what is coming down the stairs but then back up a step when I realize it's a zombie.
Knowledge, Religion: 1d20 + 3 ⇒ (19) + 3 = 22
And showing the holy symbol of Irori, I will channel positive energy to damage the undead (DC 16).
Channel Positive Energy: 1d6 ⇒ 2
Guillermo Bootlicker |
This intermission brought to you by ThermoFisher Scientific, and tequila. Women who are pregnant should not drink tequila. Women who want to become pregnant should drink liberally, and in this case side effects may include loss of clarity, spontaneous dissolution of clothing and willpower, and a longing for the earth to stop spinning. Ask your GM if tequila is right for you.This has been a public service announcement by the Celaxian legal council Bootlicker and Fleem.
GMDoc |
As Okotta's blade swishes past the woman, an angry sneer crosses her face. Her fist closes around something hanging around her neck, and a wave of not-quite-visable, not-quite tangible darkness flows from her, racking those around her with pain and hopelessness.
Neg. Energy channel, hits Ishwar, Miles, Okotta, and Grimruhn.
Dc 12 will save for half.
will save ishwar: 1d20 + 4 ⇒ (8) + 4 = 12
will save Miles: 1d20 + 3 ⇒ (13) + 3 = 16
will save Okotta: 1d20 + 3 ⇒ (12) + 3 = 15
will save Grimruhn: 1d20 + 1 ⇒ (20) + 1 = 21
perception Grimruhn: 1d20 + 4 ⇒ (1) + 4 = 5
perception Okotta: 1d20 + 5 ⇒ (18) + 5 = 23
Everyone saves for half.
negative energy damage: 2d6 ⇒ (1, 4) = 5
Ishwar, Okotta,Grimruhn , and Miles take 2 points of negative energy damage.
Okotta sees that she had grasped s medallion that looked like a full moon superimposed with a skull, but he does not recognize its significance.
Ishwar |
Feeling the negative energy, I will counter with a positive channel (excluding our delightful captain of course):
Channel Positive: 1d6 ⇒ 4
And don't forget about Bard Song everyone, this is the longest lingering performance in orc gangsta rap history it's been a week and a half
GMDoc |
Miles's enhanced swing is enough to finish the evil cleric.
A perfunctory search finds 2 potions of CLW, a suit of +1 half-plate, a masterwork heavy flail, and an unholy symbol of a skull's face superimposed on a full moon.
This is the symbol of Groetus, NE God of the End Times
She also bears a note with directions to a cooper's warehouse on the south side of the Imperial Shipyards, where a "Cult of Nature's Cataclysm" meets and gathers supplies.
Grimruhn |
It's Heavy Armor, I'm not proficient either. Plus its chick armor. It prob has molded in boobies.
I'll wipe off my hammer and prepare to head to the warehouse.
I'll ask around amongst our group (Know Local folks) and see if anyone knows anything about the Imperial Shipyards in general and the coopers warehouse in particular. If not us, maybe the prisoners?
GMDoc |
The prisoners have heard their captors talking about the coopers warehouse, but, beyond its new purpose as a cult hideout, there is nothing particularly interesting to know.
Apparently, beer is not put into the barrels until after they LEAVE the warehouse...
The Imperial Shipyards are largely the reason that the city of Cassomir exists - miles and miles of ports, drydocks, and construction shops. You are not far from the cooper's warehouse where you sand now.
All signs indicate that your missing Pathfinder is at the warehouse.
GMDoc |
It is a matter of less than an hour, and you reach the warehouse. The doors and windows are tightly barred - possibly nailed shut, but, as is the custom in the warm climate of Taldor, a quick boost and a look confirms that there is a trap door on the roof of the small establishment. You easily make the roof, open the unlocked trap door, and drop inside.
A few lamps light the room. And you are not alone...
G: 1d20 + 4 ⇒ (1) + 4 = 5
I: 1d20 + 2 ⇒ (18) + 2 = 20
MT: 1d20 + 4 ⇒ (8) + 4 = 12
MC: 1d20 + 2 ⇒ (2) + 2 = 4
O: 1d20 + 5 ⇒ (19) + 5 = 24
S: 1d20 + 4 ⇒ (4) + 4 = 8
them
Dr: 1d20 + 7 ⇒ (12) + 7 = 19
R1: 1d20 + 4 ⇒ (4) + 4 = 8
R2: 1d20 + 4 ⇒ (14) + 4 = 18
R3: 1d20 + 4 ⇒ (9) + 4 = 13
INit
G: 1d20 + 8 ⇒ (13) + 8 = 21
I: 1d20 + 0 ⇒ (16) + 0 = 16
MT: 1d20 + 2 ⇒ (6) + 2 = 8
MC: 1d20 + 2 ⇒ (11) + 2 = 13
O: 1d20 + 5 ⇒ (13) + 5 = 18
S: 1d20 + 1 ⇒ (15) + 1 = 16
them
DR: 1d20 - 1 ⇒ (16) - 1 = 15
G: 1d20 + 3 ⇒ (1) + 3 = 4
G: 1d20 + 3 ⇒ (8) + 3 = 11
G: 1d20 + 3 ⇒ (7) + 3 = 10
ORDER FOR THE SURPRISE ROUND: (IF you are not on this list, you cannot act yet)
Otokka
Ishwar
Enemy Druid
Rat 2
Rat 3
Maldrek
Yes, these guys look amazingly like the gang from teh bar fight.
Otokka, you are up!
Okotta Ryuu |
Knowing he is one of the most fleet footed in the group, he will travel the full extent of his move to close with a rat, and prevent the caster from significant maneuvers. Brandishing his temple sword, he attacks the rat before him.
Temple Sword: 1d20 + 3 ⇒ (8) + 3 = 111d8 + 3 ⇒ (2) + 3 = 5
Unlikely...
GMDoc |
Unfortunately, the rat's teeth seem to be smarter than the monk...
The druid, frothing invective like his partner you killed earlier, makes a few mystical passes over his cudgel.
shillelagh
The other rats scramble about, looking to hamstring Ishwar and Otokka - though the second runs too far to take a good bite just yet.
Ishwar, you get an AoO on Rat 3 as it moves into position.
RAT 2 ATTACK! Not flanking cuz 1 is too slow...: 1d20 + 1 ⇒ (5) + 1 = 6
Rat 2 takes a bite at Ishwar, but comes nowhere near, and thus we arrive at Rat 2 < monk < Rat 1's teeth...
Ishwar - its your AoO, then Maldrek. Mal, if what you're doing doesn't effect rat3, go ahead and act.