The paladin is surprised at the recklessness of the serpentmen in attempting to secure the amphora. He swings again at their clumsy attempt, nearly striking a mortal blow as he lunges.
He continues his assault, slashing again and again at the remaining foe.
Amon's swift counter-attack slays the last asaathi.
From the surrounding village, all of you can hear the sounds of battle. Looking out the window, you can see Slitherin rat-folk assaulting the town's defenders. A large bonfire in the center of town illuminates the struggle. Several corpses lay where they have fallen; it seems the townsfolk are giving as good they get.
Galwynn(Male Human Sorcerer 1 (Fire Elemental Bloodline))
"We have to help them," Galwynn says. "The best way we can do that right now is to get out of town."
What ! Are we cowards ? I say charge ! We can influence the war here !
Galwynn(Male Human Sorcerer 1 (Fire Elemental Bloodline))
"Look at me, those things are here because of that," Galwynn says pointing to the amphora. "If we take it and leave they will follow. If we don't they will just continue to attack until those people out there and us are all dead. Sometimes the bravest thing you can do is run away. Do you want to be responsible for the deaths of everyone in this village?"
Maro is conflicted, the separate positions both hold some appeal to him, and his baser nature wants to remain behind to loot the fallen serpent-men as well as perhaps eradicate another threat in the confusion of the battle...
"I am uncomfortable with leaving the villagers who so generously hosted us to their fates, with the battle undecided. How do you suggest we alert the ratmen to our departure, Galwynn? If we sneak forth, they won't discover the amphora has departed until they finish slaughtering the townsfolk, and I suspect that was not your plan."
While he speaks, he walks to the closest fallen serpentman and sticks his sword into it's chest, taking his time to do so cleanly and pierce the heart. Other than a small grunt of exertion, and having to place his boot on the creatures chest to haul the blade back out, the action doesn't seem to distract from his question.
'Although it would be one worthy of my faith,' he thinks, with a small grin.
Dusis shouts at Amon: "What did you do ! Ok, that does it , we can't flee now , they'll have seen you with the amphora under your arm and with your armor , you can't move fast . It's do or die , people, now '
With this , Dusis will move besides Amon .
I'm assuming you're the only one that check through the serpent-folk's possessions- the two regular ones have burlap sacks, serpent skin leather armor, scimitars and 3 javelins each. The spell caster has a hip flask half-full of some alcoholic substance and two potions vials full of blue liquid that smells of peppermint. It also has a masterwork scimitar and a book bound in leather.
Amon hustles off into the night, Dusis trailing behind. The paladin is completely blindsided when three of the asaathi step out of the shadows on the piers to attack him; two with scimitars and leather armor, another further away dressed in white robes.
Scimitar and bite vs. Amon: 1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (10) + 4 = 14
Bite damage: 1d3 + 1 ⇒ (3) + 1 = 4Fortitude save vs. poison.
Scimitar damage: 1d6 + 1 ⇒ (1) + 1 = 2
Amon's armor deflects the first scimitar attack, but he feels the creature's fangs puncture the side of his neck. A burning sensation spreads through his veins. He is clipped by the other creature's scimitar: nothing more than a graze.
The spell caster waves his arms in a complicated arcane gesture and the amphora in Amon's hands grows slippery once again. Reflex save, Amon, or drop the amphora. That concludes the surprise round; please give me an initiative check.
Maro is shocked, suddenly all-too-aware that he knows nothing of this man who speaks Titanspawn tongues and would deliver the amphora into the Titanspawns waiting arms...
His confusion slows his response, but he finally steps forward to move a few yards behind Amon not moving in such a way as to provoke an attack from the serpentmen! and begins calling upon the darkness again. "Dark Lady, strike down all foes and traitors!"
Channel negative Energy, Selectively avoiding damaging Dusis and
Galwynn and, begrudingly, Amon. Will save DC 13 for 1/2 damage. 1d6 ⇒ 3
Amon's body resists the wave of nausea imparted by the serpent-man's bite, but the slippery amphora falls from his grasp onto the docks at his feet. The robed serpent-man hisses arcane syllables, flicking its fingers in a pulling motion toward the fallen amphora. The vessel slides toward the serpent-man 15 feet away from Amon and Dusis' position, who stows the lead amphora in a burlap sack, running northwest. He runs a total of 40 feet, placing him about 55 feet from Amon and Dusis.
Galwynn curses, flinging a handful of fire at the fleeing wizard; it singes him, but he does not pause in his flight.
Okay, Dusis' turn. Two asaathi in melee range, wizard is fleeing 55 feet away.
"Blood and madness! Stop him!" Maro cries, moving as fast as he can after the fleeing serpent-man. Double-move, or full-out Run action, if possible in the uncertain lighting conditions / surroundings. Base speed 30 ft., 60 ft. double-move or 120 ft. if he can Run.
Many apologies, friends! I suddenly became inundated with work from my internship site and things were hairy for a bit. I'm going to try to fit Amon's actions into what has already occurred, but hopefully I won't become this busy again without seeing it coming ahead of time!
As we hustle after Amon shouting... "Traitor? Traitor!? I am not a traitor, you fair-weather ingrates! I just diverted the Slitherin away from the townsfolk and to the SOUTH to chase after adventurers who are actually heading NORTH! Now let's go!"
The serpentment appear again... "We must not waste time! Disable them then continue on!"
The amphora is knocked away and grabbed... "I cannot catch him in my armor! Try anything to take him down!"
Again, I apologize! I should have no further difficulties in posting. Onward, and huzzah!
Dusis' mighty flail attack sends up a spray of blue sparks as it batters through a transparent blue cuirass of scales encasing the serpent-man's torso, only to be deflected by the titanspawn's scaly flesh beneath.
The remaining Asaathi charge after Dusis, Amon forgotten behind them. One hisses furiously in its own fell language while the other blows two loud notes on a horn tied to its belt. The duo crash into Dusis scimitar first...
...leaving two vicious cuts in the Albadian's back.
Amon and Maro run after the titanspawn with all the speed their legs will allow, just catching up to the trio of serpent-men and their Albadian companion. I assume Amon will run after them, making about eighty feet to just reach them along with Maro, Galwynn still behind. Please post next round of actions after the spellcaster goes.
The four heroes can hear the sound of combat in town intensifying, and approaching footsteps at the sound of the horn, though it's difficult to tell whether they be friend or foe. The Asaathi wizard continues its flight from Dusis AoO from our barbarian., adjusting its course so that it seems about to collide with the stone wall of a two-story home... until jumps onto the wall, landing lightly on the balls of its feet. The wizard continues its ascent, walking up the vertical surface and finally reaching the shingled roof.
Maro despairs to see the serpentman spellcaster leap towards the wall, but draws hope that it may succumb to the Albadian's rage. His own incantations near depleted, he attempts to hurl his dagger at either the fleeing arcanist (if it has not already fallen, or left view), or a random other serpentman who is not in melee, then continuing his movement to run around the house the serpentman is scaling to attempt to cut him off on the other side of the building.
Or just standing ready, if Dusis' blow took the wizard down.
The arcanist reels from Dusis' powerful swing, but manages to limp up the side of the building nonetheless, one arm hanging limp at its side while the other clutches the bag with the amphora.
I'll give Amon and Galwynn some time to chime in, then continue the round.
Okay, moving forward. Initiative
Serpent-man Wizard: 20 (fled up the building)
Galwynn: 19 (move action, fire lonbow at wizard)
Dusis: 15 (attacks asaathi: misses)
Asaathi A&B: 14 (attacks Dusis, attacks Amon)
Amon: 8 (attacks asaathi)
Maro: 5 (thrown dagger, miss)
Galwynn trails behind his companions, pulling out his bow and nocking an arrow. He stops, takes a knee and fires at the fleeing wizard, hoping to stop him in his tracks...
Longbow: 1d20 + 2 ⇒ (12) + 2 = 14
1d8 ⇒ 7
But the poor lighting fouls his aim and the sorcerer over-shoots the mark.
Dusis growls in fury, striking at the asaathi on his left. The titanspawn ducks under his flail with fluid grace, despite leaving itself open from its charge. He and his companion tear into the Albadian and the paladin, hoping to put them down long enough to buy their companion some time to flee.
Scimitar and bite vs. Dusis: 1d20 + 4 ⇒ (18) + 4 = 22
Though both blows are glancing and the damage is minimized by his studded leather, Dusis can feel a burning sensation around the wound left by the titanspawn's bite.
Scimitar and bite vs. Amon: 1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (7) + 4 = 11
Amon fares better than his companion, using his heavier armor to full effect and making use of his shield now that the amphora has been stolen. The young knight exhorts Corean for aid and lashes out at the attacking asaathi.
Longsword attack: 1d20 + 5 ⇒ (16) + 5 = 21
1d8 + 3 ⇒ (8) + 3 = 11
The Shining One favors his servant's blade, the steel biting deep into the asaathi's side.
Maro's blade spins through the air, lodging itself just below the roof where the asaathi wizard fled.
Okay, new round.
After hurling his dagger, Maro had run around the building the serpentman had scaled mentioned in the previous post, if Dusis didn't drop him , in the hopes of cutting off his retreat (or at least tracking his movements, if he leaps to another building).
From the ground, he attempts to keep track of the serpentman, ignoring the combat going on behind him.
Since Amon is wearing heavy armor, how far behind is he trailing? If it is a losing battle, then he will split off and try to find a horse.
You're not really trailing at all; I had you run last round at x4 speed to reach Dusis and the asaathi, putting you in melee range like in the write-up. The wizard is still a good twenty feet above you on the roof of a nearby house.
The rules state that a PC with a BAB of +1 or higher can draw a weapon as part of a move action. Do you think this would extend to drawing a shield as part of a move action?
Dashing after the fleeing serpentmen, Amon swings at the one holding the amphora with his longsword.
Amon fares better than his companion, using his heavier armor to full effect and making use of his shield now that the amphora has been stolen. The young knight exhorts Corean for aid and lashes out at the attacking asaathi.
Amon's already got his shield out. Let me run down recent activity in case I wasn't clear enough.
A trio of serpent-men attacked from hiding as the party left the Riverhouse.
A grease spell cast by the wizard caused Amon to drop the Amphora; the wizard then swept up the vessel with mage hand and ran away.
Dusis, Amon and Maro pursued; Dusis closing to melee range with the wizard as the other two snake men followed behind the barbarian and attacked him.
The wizard fled up the side of a nearby building, taking an AoO from Dusis. The snake-men attacked the paladin and barbarian; Amon and Dusis struck back at them, since the wizard is out of reach. Galwynn fired at the wizard on the roof with his bow, Maro threw a dagger and circled around the side.
Placement- Galwynn is about fifty feet back with his bow, 2 asaathi, Dusis and Amon are in melee in front of a building, the asaathi wizard is on top of the building, Maro is around the side. This is the current round.
Maro can see the asaathi wizard limp to the opposite side of the roof, adjacent to another building. The serpent-man quaffs a potion.
Dusis feels a thousand needles of pain stabbing through his stomach after the asaathi's bite.
Dusis is nauseated for 2d4 + 2 ⇒ (2, 3) + 2 = 7 minutes.
Pathfinder Reference Document wrote:
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.
Maro curses the luck, having no ranged weapons, and not even a flask of alchemist's fire to throw at the serpentman. "He's over here, we need to stop *this* serpentman, not the others..."
He will delay as necessary to move to keep the serpentman in view, rushing along the streets behind him.
Dusis wrote:
Reassure me ,you meant 7 rounds not 7 minutes ?
Either way, must bottle some of that, as it's freaking *awesome,* turning any creature into coup-de-grace bait for far longer than a Hold Person spell would!
Frankly if we survive at this point , I'll be happy . I 'm out of the battle and Amon is going to take two series of attacks... I'm not defenceless so no coup de grace
Initiative
Serpent-man Wizard: 20 (On the roof: drinking potion, moving to further end)
Galwynn: 19 (move action, fire bolt at wounded asaathi)
Dusis: 15 (nauseous, withdrawing from melee)
Asaathi A&B: 14 (attacks Amon)
Amon: 8 (attacks asaathi)
Maro: 5 (pursues wizard)
Galwynn closes on the melee as Dusis feels the first stabs of pain in his gut. For a second, the latticework of veins in his exposed skin pulse bright red, visible even in the night as flames collect in his palm. The young sorcerer hurls the projectile at the asaathi wounded by Amon. The titanspawn is engulfed in flames and flails wildly for a moment before laying still.
Asaathi A is dead.
Dusis staggers away from the melee putting his back to a wall and waiting for the pain to pass.
The last asaathi warrior turns his full attention to Amon, lashing out with his scimitar, claws, bite and even its tail.
Full attack vs. Amon: 1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (10) + 4 = 14
Only its long ophidian tail can find its way past the paladin's formidable defenses, slapping against his thigh with bone-crunching force.
Tail slap damage to Amon:1d6 + 1 ⇒ (4) + 1 = 5
Rest assured, I'm not trying to kill you all. These guys just REALLY want that Amphora.
We'll take Amon's first roll and just change the target.
Amon retaliates with a strong blow of his own, drawing a long gash of black blood from his serpentine opponent.
Maro rounds the corner in pursuit of the fleeing wizard. Beyond his quarry, he can see to the town square where a large bonfire is burning. Jonegar the half-orc is leading a contingent of militia fighters against a group of Slitherin ratfolk, aided by Radraan's magic. Of greater concern, however, is another group of six ratfolk coming down an alley forty feet distant from Maro, likely responding to the horn call from the other Titanspawn.
Six Slitherin are coming from the north, forty feet from Maro and on the opposite side of the house from Amon, Galwynn and Dusis.
Ratmen initiative: 1d20 + 2 ⇒ (16) + 2 = 18 Rest assured, I'm not trying to kill you all off. These guys just REALLY want that Amphora!
'Night finds a way,' Maro thinks to himself, attempting to push past his despair. He keeps his eye on the serpentman with the amphora, and seeks a way to clamber up the side of the building to reach the Titanspawn.
"Six more over here, and the mission is getting away..." he calls back.
I have no idea what the hell I was thinking, taking longsword as my human bonus weapon. I should have taken a ranged weapon!
Paladin Goethe breathes heavily, cursing the press of the serpentmen, "I don't know if we can last much longer. We will certainly fall against another six of them. Perhaps we should fall back, then pursue them while they are traveling overland?"
Let me know what your plans are for the next round whenever you get a chance.
Looking quickly, Maro can see that the rough stone foundation of the house should have plenty of footholds but the wooden upper stories seem completely sheer, not including window sills. It would be a fairly simple thing for the priest to break a ground floor window and climb in. There are also a large swath of street covered in shadows from Belsameth's moon. It doesn't seem like the ratmen have sighted the priest yet, though that may not remain the case for much longer...
Hiding in the shadows he recognizes will be futile, as the ratfolk no doubt see much better in the dark than he, assuming they can't sniff him out with some animal senses beyond his ken.
Praying to the Dark Lady that losing sight of the serpentman for a moment won't prematurely end their entire mission, Maro breaks into the house, hoping to find a way to the roof inside.
No problem, David. I've been busy myself. I wish I had the time to update every day, but I've been getting pretty consistent illustration work lately and I can't ignore the day job.
With the dark conditions and a moving target, Galwynn has a difficult time lining up a proper shot on the fleeing wizard. The arrows hit the shingles at its feet and splinters.
The remaining asaathi warrior and Amon circle each other warily, each backing away from the other. When out of striking distance, the serpent-man rounds the corner toward the opposite side of the building as Amon falls back toward the Dusis and Galwynn. Just before losing sight of it, the trio sees the Titanspawn place the horn back to its lips and blow two long, clear notes.
With the pommel of his sword, Maro breaks a pane of glass in the closest window, reaching inside to open the latch. The slitherin seem about to pursue until one of the asaathi the paladin and Albadian were fighting trots into view, blowing its horn. The pack of them start to march on through the alleyways and the Incantator pulls himself into the dark building. In the dark, Maro can see various wooden crates and wagons; on the opposite end of the large, open first floor is a long desk facing the door. On the priest's right is a wooden staircase leading to the second floor.