| GM Rutseg |
Aikio's ray is easily dodged by the warrior who grins self-sufficient.
Luminos throws his 5th bomb of the day.
Ref: 1d20 + 4 ⇒ (1) + 4 = 5
For: 1d20 + 7 ⇒ (16) + 7 = 23
For: 1d20 + 7 ⇒ (20) + 7 = 27
Concentration DC 31: 1d20 + 8 ⇒ (14) + 8 = 22
Blue: 11
Red: 18
Round 2:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Take care of the rubble, is difficult terrain.
Remember the red one is flying 5' over the floor.
You can't go through Akiichi square as if he was an ally.
Jules Stonecutter
|
Jules moves up to attack.
"Here let me help you hold this area."
Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15If needed
Rapier: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Peck the lone
|
Peck starts pounding on his shield in a very distracting way, causing the minds of others to focus more on his music then the commands of others.
Countersong: If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save
performance: 1d20 + 10 ⇒ (14) + 10 = 24
| GM Rutseg |
Jules For: 1d20 + 1 ⇒ (2) + 1 = 3
Jules gets bravely into the nauseating bomb but she cannot resist the nauseating gasses and starts vomiting losing her actions.
Rounds: 1d4 + 1 ⇒ (4) + 1 = 5
Peck starts performing trying to get Akiichi attention back, and he succeeds!
The troops seem totally scared of the gases and fire from Luminos bomb, they go over him ignoring the vomiting Jules!
Losing the concentration from the previous attack the red armored flies over the demon AoO if you have a natural attack, once at his back he descends reading an action. The blue one steps over the rubble leaving Jules in the stinking fog and tries to trip the red one.
mwk greatclub+flanking: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Bludgeoning damage: 1d10 + 6 ⇒ (6) + 6 = 12
mwk greatclub+flanking trip: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Luminos goes to the floor!
Blue: 11 damage
Red: 18 damage
Jules: nauseated (5)
Luminos: 12 damage, prone
Round 3:
Troops, Jules (only move), Aikio, Peck, Luminos, Akiichi
Take care of the rubble, is difficult terrain.
Jules Stonecutter
|
Walked right into the cloud. My I may a smart move.
Jules quickly realizes she moved right into the cloud and moves out again.
Luminos
|
What are the natural light conditions of this cave? If I used the Darkness tiefling racial ability, would the area become dark? And what are the races of the enemies?
| GM Rutseg |
Jules gets out of the stinking fog as it disappears. It will dismiss just before Luminos turn
Luminos looks around trying to find a solution, he sees the two humans trying to beat him at both sides. He also notices the tunnel is totally dark other than the lights carried by the party.
Luminos
|
Luminos activates his tiefling ability to generate unnatural darkness emanating from his handy haversack. Feeling relatively safe in his darkness, Luminos stands and shuffles a few feet away from his position trying to elude his enemies.
Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Sorry, I'm not good with the templates, can someone create a 20' burst of darkness template off of Luminos?
| GM Rutseg |
As Luminos casts his spell-like ability, the troops profit his lowering in the defenses to try beat him.
AoO mwk greatclub+flanking+prone: 1d20 + 10 + 2 + 4 ⇒ (9) + 10 + 2 + 4 = 25
Bludgeoning damage: 1d10 + 6 ⇒ (4) + 6 = 10
AoO mwk greatclub+flanking+prone: 1d20 + 10 + 2 + 4 ⇒ (7) + 10 + 2 + 4 = 23
Bludgeoning damage: 1d10 + 6 ⇒ (6) + 6 = 12
Blue: 11 damage
Red: 18 damage
Jules: nauseated (5)
Luminos: -14/20 damage, unconscious
Round 3:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Take care of the rubble, is difficult terrain.
Aikio the Red
|
Aikio tries to reduce the enemies around her fellow pathfinder. She points at the man in blue, and her feathers turn white.
ice ray: 1d20 + 3 ⇒ (4) + 3 = 7 (v tch) sizzle: 1d6 + 1 ⇒ (6) + 1 = 7
| GM Rutseg |
Helped by the gnome's inspiration, Akiichi darts into battle slashing abruptly at the red armored warrior.
Aikio gets nervous and her ray hits the ceil of the tunnel.
Luminos casts defensively and a globe of darkness envelopes the area.
From now on, all attacks made towards the enemies in the globe have a 50% failure chance if you don't have darkvision (Akiichi, Akio and Jules), and requires a Perception roll DC 20 to pin-point your target
Akiichi sees the darkness coming, then he suddenly sees nothing around. Just hears the sound of combat in front of him, and his friends at his back.
The blue armored warrior seems not affected by the darkness, because it hits again Luminos with a brutal smash of his greatclub.
mwk greatclub+flanking+prone: 1d20 + 10 + 2 + 4 ⇒ (7) + 10 + 2 + 4 = 23
Bludgeoning damage: 1d10 + 6 ⇒ (4) + 6 = 10
As the demon fell unconscious, the warrior moves towards the blinded samurai afterwards.
Turning in rage against the samurai that just slashed him out the red armored warrior takes good profit of the human blindness.
mwk greatclub: 1d20 + 10 ⇒ (14) + 10 = 24
Bludgeoning damage: 1d10 + 6 ⇒ (4) + 6 = 10
The slash is terrible and makes the samurai to step back for a second.
You see how after attacking the samurai the warrior flies over 5', the other troop moving just below him.
Peck, can you please note in your sheet you have replaced Keen senses and light-vision with the Darkvision gnome racial trait? I also cannot find your Perception break-out (I guess you have 3 ranks on it).
Luminos: -8/20 hp, unconscious
Jules: nauseated (4)
Akiichi: 30/40 hp, engulfed in darkness
Akio: engulfed in darkness
Jules: engulfed in darkness
Round 4:
Troops, Jules, Aikio, Peck, Luminos (only to stabilize), Akiichi
Take care of the rubble, is difficult terrain.
And observe carefully the darkness aka blindness/invisibility rules.
Jules Stonecutter
|
Jules moves back a little further and continues to make uncomfortable noises.
| GM Rutseg |
Peck starts emitting light, but the darkness wins his bright and persists as a black wall in front of the eyes of the others but the gnome.
Luminos: -9/20 hp, unconscious
Jules: nauseated (4)
Akiichi: 30/40 hp, engulfed in darkness
Aikio: engulfed in darkness
Jules: engulfed in darkness
Round 4:
Troops, Jules, Aikio, Peck, Luminos (only to stabilize), Akiichi
Waiting for Aikio and Akiichi actions.
Remember Perception DC 20 to pin-point (or shoot at random), and 50% miss chance.
Peck the lone
|
Peck will also pull out his sword, fighting defensively as he approaches to the side of the bad guys (current AC is now 24)
Aikio the Red
|
"Say when gnome!" Aikio readies a blast of fire in the squares ahead of her. She will blast it on Peck's order that he is out of the way and at least one of the enemies has stepped against the south wall.
readied action
| GM Rutseg |
They are in the middle, thus no way to go through there without succeeding in a couple of acrobatics checks vs their CMD.
As for the cone, sure, you just have to aim the cone diagonally to the ceil of the cave, so the floor area is unaffected.
Aikio@ Take into account that event might never happen without taking Akiichi in the jet.
Given the situation for the party is that precarious, I will give Akiichi a little bit extra time to decide his movement.
Aikio the Red
|
ahhh... Going for the one overhead. If I need to move (1 south?) Please do so
Aikio cackles as the flames briefly light her.
fire jet: 1d6 + 2 ⇒ (1) + 2 = 3 +catch fire (DC 15 for ½ not catch fire)
| GM Rutseg |
mwk greatclub+invisible (no Dex): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Bludgeoning damage: 1d10 + 6 ⇒ (2) + 6 = 8
mwk greatclub+invisible (no Dex): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bludgeoning damage: 1d10 + 6 ⇒ (7) + 6 = 13
Ref DC 15: 1d20 + 4 ⇒ (5) + 4 = 9
Only Peck is able to see how Aikio fire jet surrounds the upper troop and cries as the flames burn his skin.
You also see how Akiichi tries to hit the troop standing in front but he fails by little as he dodges the samurai's blow.
The two troops hit Akiichi, but his armor seems to deflect the clubs without damaging him.
You see how the one in the floor regenerates his wounds.
You hear a jet of flames going over your head, and someone up in front of you shouting in pain.
You feel your slash just hits the air, but someone is definitely in front of you.
You feel two greatclubs hit your armor, but it deflects them. You have located both troops one in front and the other probably flying over the other.
You hear one of the warriors in front shouting in pain.
Blue (floor): 6 damage
Red (flying): 21 damage, on fire
Luminos: -3/20 hp, unconscious
Jules: nauseated (3)
Akiichi: 30/40 hp, engulfed in darkness
Aikio: engulfed in darkness
Jules: engulfed in darkness
Round 5:
Troops, Jules (only movement), Aikio, Peck, Luminos (only to stabilize), Akiichi
Remember Perception DC 20 to pin-point (or shoot at random), and 50% miss chance.
It is probably a good idea if you start giving your best tricks to survive this one. I see it very... 'dark'.
| GM Rutseg |
Peck, I believe you started here to inspire and haven't stopped since.
Which actually means Akio dealt +1 extra damage with his attack!
Aikio the Red
|
"Peck?! Can you get to the tiefling with the wand?" Aikio moves to the other side of the darkness. 9 squares to Aikio's current position. I assume I need some of that for dificult terrain, & some for stumbling in the darkness so a double move. I don't know if acrobatics will help, I'm kind of depending on darkness to protect from AoO.
acro: 1d20 + 2 ⇒ (1) + 2 = 3
1d6 ⇒ 3 burning guy takes dmg. unless he put it out while I wasn't looking. :)
Peck the lone
|
Then I would use chord of shards
(The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect, 15ft cone: R negates DC=15)
I would be in a position to get both without provoking AoO, and without hitting the Tiefling
2d6 ⇒ (2, 3) = 5
"I'm trying
| GM Rutseg |
From blinded: Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.
Aikio stumbles with the walls rocks as she can't see anything and falls prone to the floor.
This is for the best though, as you would have received 6 AoO on going through those squares and most surely would be unconscious now!
Peck starts to sing a shrieking song, the notes hitting the surprised enemies and causing wounds on their ears!
Blue Ref DC 15: 1d20 + 4 ⇒ (13) + 4 = 17
Red Ref DC 15: 1d20 + 4 ⇒ (3) + 4 = 7
Blue (floor): 6 damage
Red (flying): 29 damage, on fire
Luminos: -4/20 hp, unconscious
Jules: nauseated (3)
Akiichi: 30/40 hp, engulfed in darkness
Aikio: engulfed in darkness
Jules: engulfed in darkness
Round 5:
Troops, Jules (only movement), Aikio, Peck, Luminos (only to stabilize), Akiichi
Remember Perception DC 20 to pin-point (or shoot at random), and 50% miss chance.
| GM Rutseg |
Akiichi, knowing someone attacked him from the highs, gives back an attack. It lands true and the hit causes a big lash in the creature that falls prone and unconscious to the floor.
I assumed you haven't counted the Inspire Courage bonus, both to attack and damage.
You see how the remaining creature wounds regenerate and seems almost fully healed by now.
The fallen of the colleague responds with a new attack that causes a big injury in the samurai's right arm.
mwk greatclub+invisible (no Dex): 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Bludgeoning damage: 1d10 + 6 ⇒ (8) + 6 = 14
Blue (floor): 1 damage
Red (flying): 50 damage, unconscious
Luminos: -4/20 hp, unconscious
Jules: nauseated (2)
Akiichi: 16/40 hp, engulfed in darkness
Aikio: engulfed in darkness, prone
Jules: engulfed in darkness
Round 6:
Troops, Jules (only movement), Aikio, Peck, Luminos (only to stabilize), Akiichi
Remember Perception DC 20 to pin-point (or shoot at random), and 50% miss chance.
Peck the lone
|
"The other one is regenerating!!!"
Aikio the Red
|
Aikio stands and backs up until she can see. "Akiichi, draw them out of the light so I may give you some aid. We are not going to last long in this darkness." She draws a wand as she moves back.
burning guy: 1d6 ⇒ 4 should I be rolling this or do you want to?
Aikio the Red
|
Unless that gets you all the way out of the darkness, you should probably swing first then step back. We may not get many shots during a retrea.
| GM Rutseg |
I interpret Akiichi action as a retreat in order to be able to get out of the light without AoO
Akiichi and Akio retreat out of the darkness, seeing again around. Unfortunately the darkness globe in front still conceals the enemy, Peck and Luminos.
The creature steps back and flying 5' feet diagonally over Luminos body. He starts casting a spell at the same time.
You see how his wounds fully heal.
You hear some arcane words being pronounced but nothing happens.
Blue (floor): 0 damage
Red (flying): 56 damage, unconscious
Luminos: -5/20 hp, unconscious
Jules: nauseated (1)
Akiichi: 16/40 hp
Aikio:
Round 7:
Troops, Jules (only movement), Aikio, Peck, Luminos (only to stabilize), Akiichi
Remember Perception DC 20 to pin-point (or shoot at random), and 50% miss chance.