| GM Rutseg |
I want to confirm before carrying on, have you all positioned in the map?
As Aikio reminds next to the catapult thinking what to do about it, the rest of the party enters inside the house. The conscripts will probably here in around 10 minutes, so there is maybe time to prepare a bit if needed.
Luminos
|
Luminos likes Jules's idea and gets ready to drop some bombs on enemies as they walk up. He also lays 2 stingchucks on the floor within reach of Jules and himself and has one ready in his hand.
| GM Rutseg |
Ok, I asume everybody is on place...
I also moved Aikio to inside the home, as I guess he would prefer that. But if I was wrong, please, feel free to move outside.
All of a sudden a group of conscripts appear from behind some rocks.
Stealth: 1d20 + 1 ⇒ (17) + 1 = 18 All of you beating a perception check DC 18 get an additional attack at them as they approach (some sort of surprise round)
A couple with green and red helmets stand in the middle and open fire towards the pathfinders at the up windows trying to provide with cover fire as their mates tries to reach the house.
Shortbow vs Peck: 1d20 + 5 ⇒ (8) + 5 = 13
Piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5
Shortbow vs Aikio: 1d20 + 5 ⇒ (18) + 5 = 23
Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
The arrow goes through the window protection and hits Aikio while he is peering through.
Meanwhile two of the warriors get to the main entrance with portable rams in their hands and start bashing down the doors.
At the same time another warrior gets to the house walls and start climbing, just below Aikio's window.
Peck, it will comes handy to have your stats in the status bar, so I can check easily :)
Aikio, I'm missing your HP
Aikio: 6 damage
Round 1:
Party is up!
Aikio the Red
|
Once the catapult is afire, Aikio retreats to the house. perc: 1d20 + 5 ⇒ (11) + 5 = 16
D'Oh!I will have to check hp when I get home (should be 6+[4*4]+4fb+5con=31)
| GM Rutseg |
Peck's illusion keep the troops with the ram far away. What's the CD?
They instead start to shot arrows with fire over the spiked thorns trying to burn them down from behind some rocks.
Will Black CD 15: 1d20 + 1 ⇒ (3) + 1 = 4
Will Blue CD 15: 1d20 + 1 ⇒ (12) + 1 = 13
The arrows seem to weirdly not hit the thorns, and they remain totally shocked by the magic behind the rocks.
Jules Stonecutter
|
Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Short Bow: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 ⇒ 2
Sneak attack: 2d6 ⇒ (2, 2) = 4
Peck the lone
|
Peck will take aim at one of those shooting flaming arrow and return fire
light crossbow: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 ⇒ 1
He will then step off to the side to grant a little protection
Luminos
|
Realizing the enemies are here, Luminos takes a dose of his mutagen. Suddenly the world is clearer and everything makes sense. Luminos then opens the door next to him to be ready to toss some bombs at the attackers. He also slips into the doorway to cover more ground.
Aikio the Red
|
Aikio leans out the window and blasts the climber with a jet of flame. The red at the tips of her feathers briefly spreads making her plumage a dark burning color.
1d6 + 2 ⇒ (5) + 2 = 7 plus catches fire. DC 15 for half & avoid fire. She may have to ready so he is within 20 ft.
| GM Rutseg |
I know some gnomes have the power to freely maintain 1 illusion at a time. I cannot see this in your sheet, but please, correct me if I am wrong.
Otherwise concentration into a spell is a standard action.
Jules lurks from the window at the side firing an arrow at the climbing man. I moved up, as all open spaces in the floor below are closed.
He is shot back and has to step back to the floor in order not to lay prone because of the precise hit.
Peck fires a bolt against the red armored warrior, hitting a part of the covered arm, but causing him to cry in pain. The gnome hides then inside the house with a back-step so the archers cannot hit him.
At the very same moment he fires his crossbow, the spiked thorns around the house disappear.
Luminos readies himself trying to defend the entrance of the house.
Aikio sends forth a flame jet towards the archers firing from the side house, hitting with the flames the red armored guy.
Ref CD 15: 1d20 + 1 ⇒ (19) + 1 = 20
He jumps to one side in the last moment avoiding most of the firing blast, and cursing the tengu for the attack.
Confused by the thorns in front of the house sudden disappearance, the black and blue armored attackers take a time to react, but they finally draw some portable rams and approach the main entrance, ready to hit the door down.
Meanwhile, the yellow armored climbing warrior, tries to go up the house.
Climb: 1d20 + 5 ⇒ (14) + 5 = 19
The basalt blocks though are slippery from the thin rain and he slips down once and again as he tries up.
Being the gnome traget disappeared, the archers focus on the tengu firing at them from the eastern balcony.
Shortbow vs Aikio: 1d20 + 5 ⇒ (18) + 5 = 23
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7
Shortbow vs Aikio: 1d20 + 5 ⇒ (20) + 5 = 25
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
Crit. confirmation: 1d20 + 5 ⇒ (19) + 5 = 24
Piercing damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Even within the cover of the balcony, the eastern bastards get a whole in the tengu defences and both arrows pierce deadly into the tengu skin, one stabbing on his left arm and the other painfully drilling his clavicle. The wizard faints to the floor hitting it unconcious. Only Peck hears the horrible cry of pain while Luminos hear the body hitting the ceiling of the main floor.
The assault continues with loud shouts around the house!
Aikio, I got your AC is now 19+ 4 cover= 23, but let me know if I am wrong please!
Yellow: 6 damage, climbing (no Dex to AC)
Red: 4 damage
Aikio: -5/31 damage, unconscious, dying
Round 3:
Peck, SamuraiPregen (x2), Aikio, Luminos, Jules, Conscripts
Party turn! The Samurai has a double turn from before.
Luminos
|
Luminos climbs over to the window, peeks below, and throws a stink bomb at the archers.
"Run now fools, before it is too late!"
Stink Bomb: 1d20 + 3 ⇒ (13) + 3 = 16
Throwing a stink bomb just to the west square (AC5) of the red guy. Also, red and green need to make saving throws for the explosion, 10 fire damage (7 INT + 2 (2d6 minimum) + 1 racial ) and DC 18 Reflex save for half. Also, DC 18 Fortitude save or nauseated while in the cloud and 1d4+1 rounds after they leave the cloud, must make the save each round in the cloud if they make any of the saves on my turn (cloud only lasts 1 turn though).
| GM Rutseg |
It is ok about the bomb Luminos. However, you are in the entrance, and all windows there have been barricaded. It takes 5 minutes to move them, or some damage to destroy them. You might want to throw the bomb from upstairs windows, but in that case you will need to move all your way to there.
Thus, I moved you back at your original point for you to reconsider your actions. I will keep your roll for next turn in order not to cause you any further prejudice.
Sorry for the inconvenience!
Jules Stonecutter
|
Jules will attempt to fire of the fool below her again.
1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10 I forgot my +1 due to hight last time
stealth: 1d20 + 9 ⇒ (13) + 9 = 22
I am not sure it stealth is help at this point but just in case
Short Bow: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 3
Sneak attack: 2d6 ⇒ (1, 4) = 5
Peck the lone
|
I have the feat effortless trickery (concentrate on illusions as a swift action)
Hearing one of his companions yelling out in pain multiple times, Peck will back up and move over to, Aikio pulling out a wand.
"Give me a moment to summon up the energy to repair some of your wounds friend"
Luminos
|
In that case, could I have moved up stairs on the previous action (I just opened a door, in the hopes that I could throw out of a window). Could I have gotten up to a window with 2 move actions?
| GM Rutseg |
You can count on an extra move action from the previous round.
Sorry Peck, haven't noticed.
To all@ In the future, please, help me stating clearly what use you do of your swift actions the same way you do for standard and move ones.
Same to say about free actions out of the common ones (talking, changing weapon from hand to hand, etc...), if you can keep the actions statements on-character best of bests, but better do it Out-Of-Character rather than taking them as known.
I have already a lot of stuff to take care of guys :)
Aikio the Red
|
Aikio sees a bright burning light before her....
stabilize: 1d20 + 1 ⇒ (20) + 1 = 21
...and decides not to walk toward it.
| GM Rutseg |
Luminos, isn't your INT bonus +5? This alchemist class is very complicated.
Jules fires at the climbing man without any success.
A bomb goes from the first floor to the entrance, hitting into the floor with stinking smoke going forth out of it as it detonates.
Ref Black: 1d20 + 2 ⇒ (1) + 2 = 3
Ref Blue: 1d20 + 2 ⇒ (18) + 2 = 20
For Black: 1d20 + 5 ⇒ (5) + 5 = 10
For Blue: 1d20 + 5 ⇒ (20) + 5 = 25
The blue armored warrior jumps in the last moment to one side avoiding most of Lumino's bomb effects. The black one though starts to cough as he is bashed into an inferno of fire and smoke.
The blue hits the doors with the ram.
The samurai try to place some arrows into the enemies but the angles is so terrible he almost cannot fire anything else than the tiefling in front of him. Samurai, what is your target, can you clarify please :?
Peck moves towards Aikio with a wand at hands while the tengu stabilizes himself thanks to his strong inner will.
Now that the tengu is off, the archers focus on the bombing tiefling.
Shortbow vs Aikio: 1d20 + 5 ⇒ (9) + 5 = 14
Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
Shortbow vs Aikio: 1d20 + 5 ⇒ (7) + 5 = 12
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7
By the arrows hit only the basalt building stone.
The climber finally reaches Jules in the window and prepares himself to get inside the house.
Climb: 1d20 + 5 ⇒ (18) + 5 = 23
Yellow: 6 damage, climbing (no Dex to AC)
Red: 4 damage
Black: 10 damage, nauseated
Blue: 5 damage
Aikio: -5/31 damage, unconscious, stable
Entrance door: 1 hit
Round 4:
Peck, SamuraiPregen, Aikio, Luminos, Jules, Conscripts
Party turn!
Peck the lone
|
I will also prepare to continue poking the guy with positive energy.
To simplify things I will stop the illusion...in the future I will spend my swift action to maintain the illusion and will tell you otherwise if do something else
Jules Stonecutter
|
Jules drops her bow and stikes at the climber
Rapier: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
"I have one climbing in here!" She shouts
Luminos
|
Round 1 Luminos consumed his cognagen - gives +4 INT, +2 AC, and -2 STR. Also, the enemies in the cloud should make the reflex save for half damage vs DC 18 and a fortitude save (separate roll) vs DC 18 for nauseated for 1d4+1 round after leaving the stinking cloud (if they make the save, they just can't see anything, but can act as normal). If a creature is in the cloud at the start of my turn, they must make (potentially another) DC 18 fortitude or be nauseated for 1d4+1 round after leaving the cloud (but the cloud disperses at the end of my turn
Visualizing where the enemies are based on the door being bludgeoned and seeing one of the guards leave the smoke, Throws a stink bomb at the red guard.
Bomb vs Red touch AC: 1d20 + 3 ⇒ (4) + 3 = 7
Bomb Damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18
Miss: 1d8 ⇒ 6
Adjusting to 5 which makes the bomb land south and between the two guards. They both takes 10 fire damage and save vs DC 18 reflex for half and DC 18 fortitude save for nausea. The other two make fort saves also for staying in the cloud. Cloud 1 disappears after my turn.
| GM Rutseg |
Aikio wounds closes up a bit when Peck uses his wand, but it is not enough for him to recover conciousness.
I assume your next action Peck will be continue healing, just to speed up things. You still can do a movement action this turn.
As such Peck invests more of his time to further heal the fallen tengu.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Aikio finally recovers conciousness and finds herself with a gnome over her, not exactly knowing what happened, but prone on the floor and hearing the shouts and other sounds of combat around.
Jules drops her bow and attacks with the rapier to the climbing warrior, but the attack misses hitting the window bottom border.
The climber responds to Jules grabbing her trying to pass through her, providing the woman with an opportunity to attack.
Grapple: 1d20 + 6 ⇒ (9) + 6 = 15
Luminos@ ok, I forgot the muttagen, perhaps you can add that effect to your status bar, it will be most appreciated so I don't have to go forth and back to check for current effects.
About the cloud, creatures in the cloud still can see at 5' radius with normal concealment misschance.
No one left the smoke.
Luminos throws another bomb over the strings of smoke still coming up the window. The unstable explosive goes over its intended target's head, detonating 20' away scaring some more troops that were approaching the house.
The tiefling retreats inside the house afterwards.
The archers ready their bows pointing up, the green one moving towards the corner to catch sight of both facades.
Meanwhile the troops with the ram start to feel better as the smoke scatters away. They hit the entrance door with the portable ram.
Strength: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26
The door, weakened by the previous bomb explosion and the hits, cracks and bends, and finally breaks with a resounding crack that it heard in the whole house.
The troops cheer themselves in response, trying to see among the dust just created, they drop the ram and ready themselves to go inside the house.
Yellow: 6 damage, climbing (no Dex to AC)
Red: 4 damage
Black: 10 damage, nauseated
Blue: 5 damage
Aikio: 4/31 damage
Entrance door: broken
Round 5:
Peck (only move action), SamuraiPregen (x2), Aikio, Luminos, Jules, Conscripts
Party turn!
Luminos
|
Hearing the door downstairs, Luminos heads down the stairs and takes cover in the dining room. He quickly creates another concoction of ammonium sulfide with his chemical explosive before tossing it at the lead bandit.
Attack Blue's Square AC5: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 7(INT)+2(2d6 minimum)+1(racial) = 10 fire damage - DC 18 Reflex Save for half
A separate fortitude save (DC 18) is needed for the stinking cloud element. Also, any creatures that had succeeded their fort save before needed to make another save if they were in the cloud on my turn.
Benefit: The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round.
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.
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 action per turn.
Splash Weapon Mastery
Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
Not sure why the bomb went 20' away from the original target, should be 10' since bomb's range increment is 20' and the target was 30' away. Which would mean green was in the stinking cloud and would need a fort save. Right?
| GM Rutseg |
As for the highlighted save text, the stinking bomb duration is only 1 round, so a 2nd save will never be repuired. Sorry, same problem for my wizard's daze.
Luminos
|
http://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon
Notice on the sidebar there is a diagram and a more clearly explained example. It looks like the bomb would go 2 squares since I was throwing from the 2nd range increment. We can let it go this time, but I just want to make sure we are playing under the same assumptions.
As for the duration of the stink bomb, I just hadn't heard it rules that way. As for the wizard's daze spell, I believe the duration is actually a full round. So if the target fails his save, you could walk past the enemy and he would not be able to take attacks of opportunity on your current turn and including your next turn. Right? Since the stinking cloud says they must save on your turn and the effect lasts for a full round (essentially until the end of your next turn, or possibly halfway through your turn if you took your standard action before your move action).
Luminos
|
Realizing the bandits are a significant threat, Luminos retrieves a stingchuck from his pouch with his tail and has it ready in his hand.
Swift Action: Retrieve stingchuck from pack with prehensile tail
Aikio the Red
|
Aikio shakes her head and stands back up. Deducing from the wand an her prone position she deduces what happened and stands back up.
No targets outside this window correct? Standard will be to attack a target if there is one, or move with Peck to the bottom floor.
"Not too fast, I am still a little woozy."
Jules Stonecutter
|
"Honey you just are not my type" she exclaims as she swings at the grabby hands"[/b]
Rapier: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
crit: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
She then takes a small step back and draws her short sword.
"I believe you choose the wrong window."
| GM Rutseg |
From the combat SRD where I took it:
Throw Splash Weapon
If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.
And by the definition of "range increment" in the PRD, section equipment, we can see it is each feet distance that penalizes the attack in a -2. For example when talking about a thrown weapon:
Such a weapon has a range increment of 10 feet.
That said, I agree your interpretation is far more logical. So I went back at my 3.5 premium edition books and there I found the original text, which has the same wording, but an additional sentence with an example:
Then, count a number of squares in the indicated direction equal to the range increment of the throw. So, if you miss on a throw out to two range increments and roll a 1 to determine the misdirection of the throw, the splash weapon lands on the intersection that is 2 squares away from the target in the direction toward you.
So I agree your interpretation was the originally intended one, and the sentence carried a miss wording. If I could contact with the devs to errata it I would recommend:
Then, count a number of squares in the indicated direction equal to the number of range increments of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.
We will play it like that from now on in this session.
What is a Stingchuck? I cannot find it anywhere in the PRD nor in the Core book.
I don't think though there is any problem to retrieve it unless it is an elephant armor or some crazy thing like that xD
Also, please make sure it is PFS legal.
Aikio stands up in the balcony and only sees the burning catapult and an archer in green armor around the corner of the building.
Peck touches the tengu with his wand closing up more of the wounds before stepping out to the interior of the house.
Jules stabs the climbing man with the rapier in one ear causing horrible damage.
Sneak attack: 2d6 ⇒ (6, 5) = 11
From behind appears the samurai with his katana. He tries to slash true at the climber, but instead just hits the wall due to the closed position.
Another stink bomb falls in the entrance.
Ref Black: 1d20 + 2 ⇒ (11) + 2 = 13
Ref Blue: 1d20 + 2 ⇒ (3) + 2 = 5
For Black: 1d20 + 5 ⇒ (16) + 5 = 21
For Blue: 1d20 + 5 ⇒ (1) + 5 = 6
Shortbow vs Aikio: 1d20 + 5 ⇒ (14) + 5 = 19
Piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3
Battleaxe vs Luminos: 1d20 + 8 ⇒ (1) + 8 = 9
Piercing damage: 1d8 + 3 ⇒ (3) + 3 = 6
The climber responds to Jules grabbing her trying to pass through her, providing the woman with an opportunity to attack.
Grapple: 1d20 + 6 ⇒ (19) + 6 = 25
Yellow: 23 damage, climbing (no Dex to AC)
Red: 4 damage
Black: 20 damage
Blue: 15 damage, nauseated
Aikio: 7/31 damage
Entrance door: broken
Round 6:
Peck, SamuraiPregen, Aikio (x2), Luminos, Jules, Conscripts
Party turn!
Luminos
|
Luminos shifts back and draws another stingchuck from his pouch with his tail and tosses both at the feet of the nauseated bandit. With Luminos's mastery of splash weapons, the explosion of stinging insects engulfs both of the nauseated enemies.
"They have broken through, could use some help down here!" yells Luminos.
Free: 5' adjust NE
Swift: Draw stingchuck with prehensile tail
Full Attack: Throw both stingchucks at ground beneath black
Attack AC 5: 1d20 + 6 - 6 ⇒ (5) + 6 - 6 = 5
Attack AC 5: 1d20 + 6 - 10 ⇒ (14) + 6 - 10 = 10
Splash Weapon Mastery to include Blue's square in the effect
Effect: 1+7(INT) = 8 damage for each stingchuck = 16 damage on both no save
Nausea duration left for Black: 1d4 + 1 - 2 ⇒ (2) + 1 - 2 = 1
Nausea duration left for Blue: 1d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4
Aikio the Red
|
No targets outside this window correct? Standard will be to attack a target if there is one, or move with Peck to the bottom floor.
"Not too fast, I am still a little woozy."
sorry if there is a target I would have shot at him. If not I would have followed Peck, & not been by the window.
ice bolt: 1d20 + 3 ⇒ (19) + 3 = 22 v tch 1d6 ⇒ 2
Jules Stonecutter
|
"Well if you insist"
Jules strikes with both weapons hoping to take this grabby man out.
Rapier: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Short Sword: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
and manages to hit the window sill both times.
| GM Rutseg |
Merry Christmas :)
So it is not only 1 round? Mmmm... looking at this more calmly, it seems pretty broken.
At level 5 a wizard with 20 INT can cast 3 stinking clouds, whereas at level 3 you are throwing 8 stinking clouds that in top of it they produce 2d6+8 fire damage, with an area effect causing 10 fire damage? A level 5 sorcerer cannot even use that spell still.
That Extra discovery feat seems totally broken, at least at lower levels.
I am sorry for the other ones, but current PFS rules force me to accept, eat and go on with this in the table.
The tiefling keeps bombing the entrance assaultants while the other ones try to make their way into the house.
Aikio blasts at the green armored archer, the ice bolt freezing up his shoulder.
Jules, grappled by the climbed man, tries to strike back, but the restrained movements makes the attack to fail.
The Samurai strikes the grappler at heart and with ease, causing him to bleed considerably. The man is left staggered, but he does not releases his prey.
Meanwhile, Peck moves around the house trying to find a better defensive position.
The warriors fighting in the entrance retrieve some potions from their packs while coughing.
The red archer goes within the entrance doors ignoring the residual stink from the bombs. Dropping the bow, he closes up with the demon while drawing his battleaxe.
The green armored archer keeps firing at Aikio.
Shortbow vs Aikio: 1d20 + 5 ⇒ (5) + 5 = 10
Piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4
The arrow hits the balcony from the bottom, then the archer moves towards the entrance. He is no more at your sight Aikio
The climber tries a suicidal maneuveur pulling Jules towards the empty space out of the window.
Grapple+grappled: 1d20 + 6 + 5 ⇒ (6) + 6 + 5 = 17
Jules is fast enough to escape the grapple in the last moment and the fierce warrior falls to the courtyard hitting himself with a stone and going unconscious.
Fall damage: 1d6 ⇒ 3
Yellow: 38 damage, unconscious
Red: 4 damage
Black: 20 damage
Blue: 15 damage, nauseated
Aikio: 7/31 damage
Jules: grappled
Round 6:
Peck, SamuraiPregen, Aikio, Luminos, Jules, Conscripts
Party turn!
Aikio the Red
|
Aikio casts a spell as she leaves the window. Her feathers turn from reddish black to white, then clear and soon she is hidden from view. Once invisible, she starts toward the first floor.
Luminos
|
Are Blue and Black still standing? Black is now sitting at 36 total damage, and Blue has 31 (they both would take 8 damage from each stingchuck I threw at Black's square in the previous round). If they are still up, I'll probably throw a bomb at black's square.
As for the power of stink bomb, yes, it is the best bomb against enemies that aren't immune to poison. I checked with another player and he agrees that the cloud does not require a save on the second round, but he wanted to remind me that the nausea is indeed 1d4+1 rounds after they "leave" the cloud (or in this case at the start of my turn). As for a comparison against wizards and sorcerers, their stinking cloud lasts for 1 round/level, requiring additional saving throws, which can result in applying nausea additional times, which then last for 1d4+1 rounds again. Against this army, an arcane stinking cloud would be devastating...
Peck the lone
|
Question, are the doors upstairs all open to allow easier movement or are they closed?
"Aikio, come. Let us rejoin our group and I will try to heal you some more."
not knowing where his friend is, Peck will start going to the others (double move)