Sorry I have not been in game. I got an assignment over the holiday and now I am up to my armpits in paperwork to get things rolling. This time next year I will have moved from the UK to Canada.
Perception (for spoiler) 1d20 + 13 ⇒ (19) + 13 = 32
Before he goes in buy a few silver (enough so that each gets a meal) worth of street food to pass among the people on the street. If you need work I can always use a hand at Zookwinkle Alchemical Cures. Also get a good look at them for any hidden weapons or signs that they are wererats.
Did we leave Cauldron when I was not looking? We met up outside Minniwick's shop, Sanstree told us about a rat issue that the local smith was having. Rats>Warehouse>Grimlocks>Bookshop>Mouth beast>cultists and summoned critters. Where is Brindinford?
Erine Wintyle wrote:
Oh, and if the wolf does trip her there, and she tries to get back up, here's the wolf's AoO bonus trip to keep her down.
They got rid of chain tripping in Pathfiner. The AOO comes before the act that causes it, her standing up. As she is not on her feet for the AOO you can not trip her again. You can ready to trip her once she gets up but you can not do it wtih a AOO from her getting up unless KK plays that with a house rule I am unaware of.
Minniwick will ready again on his turn.
If she trys to cast he will hit her if she tries to put herself out he will hit her after she goes out.
Incoming! ranged touch 1d20 + 6 ⇒ (9) + 6 = 15 Damage 3d6 + 4 ⇒ (5, 3, 4) + 4 = 16 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 7 pts Ref DC 17 for 1/2
If she starts to cast Exclude the party and Erine's Wolf and
Incoming! ranged touch 1d20 + 6 ⇒ (14) + 6 = 20 Damage 3d6 + 4 ⇒ (1, 5, 1) + 4 = 11 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 7 pts Ref DC 17 for 1/2
Did Minniwick hit? Is anything on fire? I do not mind doing the combats with no maps. a bit of feedback (positive or negitive) would go a long way to make up for the lack of maps.
Find and move to some cover and hit that big old nasty worm with a bomb! Try and get the lady in the radius and exclude anyone from the group.
Incoming! ranged touch 1d20 + 6 ⇒ (8) + 6 = 14 Damage 3d6 + 4 ⇒ (4, 1, 2) + 4 = 11 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 7 pts Ref DC 17 for 1/2
Erine Wintyle wrote:
What did you do with your third missle? One at 1st, 3rd and 5th.
Target a Cultist and catch the beast in the blast while excluding the group.
The Beast is still on fire 1d6 ⇒ 2
Incoming! ranged touch 1d20 + 6 ⇒ (18) + 6 = 24 Damage 2d6 + 4 ⇒ (4, 2) + 4 = 10 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 6 pts Ref DC 16 for 1/2
Will 1d20 + 4 ⇒ (12) + 4 = 16 Reflex 1d20 + 5 ⇒ (3) + 5 = 8
Minniwick grits his teeth at the sound as the flames wash over him.
Did it look like it was burned from his last bomb? If so he will hit it again, if not just bomb teh cultists. Use explosive (10' radius) trying to get in as many targets while excluding the group.
Reflex save (if needed) 1d20 + 5 ⇒ (5) + 5 = 10
Incoming! ranged touch 1d20 + 6 ⇒ (16) + 6 = 22 Damage 2d6 + 4 ⇒ (5, 4) + 4 = 13 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 6 pts Ref DC 16 for 1/2
Will save 1d20 + 4 ⇒ (20) + 4 = 24
Ini 1d20 ⇒ 8
Whatever that is needs to die. Heck it should not even be alive. I hope it burns!
on his turn
Incoming! ranged touch 1d20 + 6 ⇒ (8) + 6 = 14 Damage 3d6 + 4 ⇒ (6, 5, 5) + 4 = 20 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 5' radius 6 pts Ref DC 16 for 1/2
if anyone is in the area exclude them.
Fort Save 1d20 + 6 ⇒ (4) + 6 = 10
Oh my what a bumpy slide. My head is still spinning. Canvy, Edrukk, take these vials before I drop them. If you drink them you will be protected for a few minutes with a magical shield. Shield infusion 6 minutes +4 Shield bonus to AC and immune to Magic Missle.
If you want to go in the front door, I got a good look at the lock when we visited. It may take me a while but I think I can get past it. DD +9 and MW tools for Total+11
Minniwick was lost in the books looking for a formula book or old spellbook 1d100 ⇒ 511d100 ⇒ 89 sorry for my radio silence the past few days. Work has been crazy since my return. Time to go already....There are still so many books to look through! If nothing arcane catches his eye he will grab a book on local history for a few gold.
The Reality Wrinkle...I could have sworn I have heard that name before. I have no issues paying the place a visit. Erine, do you have any magic that will let us speak to each other over a distance? KN Local - What do I know about the Reality Wrinkle book store? 1d20 + 12 ⇒ (2) + 12 = 14
Not a bad lock, I can give it a try after I check it and make sure it is not trapped. Perception for traps 1d20 + 12 ⇒ (1) + 12 = 13 and assuming it is not trapped. Disable Device to open the lock 1d20 + 10 ⇒ (15) + 10 = 25
No traps....Got it opened. Now, lets see...Erine I think you are going to want to see this, lots of scrolls and a bunch of stuff that may be magical.
Hit the last Grimlock with the bomb, excluding any friendlies that may be in the radius.
Incoming! ranged touch 1d20 + 25 ⇒ (6) + 25 = 31 Damage 2d6 + 4 ⇒ (6, 4) + 4 = 14 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 6 pts Ref DC 16 for 1/2
Take That You Fiend!
Erine attacked the darkness
That did not work as well as I hoped. Does anyone have a magic light?
If I can not see a target can I exclude it? If I can touch it but not see it can I?
Bomb the one killing the actors. Excluding all the actors and us.
Hey ugly leave them alone. Come pick on someone who can fight back! The rest of you, RUN!
Incoming! ranged touch 1d20 + 5 ⇒ (3) + 5 = 8 Damage 3d6 + 4 ⇒ (5, 6, 1) + 4 = 16 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 7 pts Ref DC 16 for 1/2
Best get them now before they spread out. Incoming! ranged touch 1d20 + 4 ⇒ (4) + 4 = 8 Damage 3d6 + 4 ⇒ (5, 2, 3) + 4 = 14 Main target on fire (1d6) until extinguished (FRA+Ref save). Splash 10' radius 7 pts Ref DC 16 for 1/2
Go for the biggest group of them I can get. Exclude any townsfolk or PC's that may be effected. Then run for cover!
Initiative 1d20 ⇒ 19
"What! There are a lot of them! Be careful something had to push them to the surface and their leaders are medusa or sorcerers."
Minniwick Zookwinkle at your service. Takes off his swan hat with a flourish and bends at the waist. I am your Gnome if you need potions or Alchemical weapons/remedies. If I don't already have it on the shelf I can make you what you need. I am also a local and always willing to led a hand to our upstairs neighbors.
Short: Takes a round over flame to apply and lasts for one hit.
Long: When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition.