Aikio the Red
|
spellcraft: 1d20 + 11 ⇒ (16) + 11 = 27 I assume there are penalties for not being able to see the caster. I did not figure them in.
Aikio will stab at the human with her wand of CLW.
UMD: 1d20 + 9 ⇒ (18) + 9 = 27
hp: 1d8 + 1 ⇒ (4) + 1 = 5
| GM Rutseg |
The spell is Deep Slumber. Your wand is effective and stops Luminos bleeding stabilizing him.
Aikio heals the human a bit, and finds out the words being said are the component for a Deep Slumber spell.
Blue (floor): 0 damage
Red (flying): 56 damage, unconscious
Luminos: -2/20 hp, unconscious, stable
Jules: nauseated (1)
Akiichi: 21/40 hp
Aikio:
Round 7:
Troops, Jules (only movement), Aikio, Peck, Luminos, Akiichi
Remember Perception DC 20 to pin-point (or shoot at random), and 50% miss chance.
Aikio the Red
|
Aikio heals the human a bit, and finds out the words being said are the component for a Deep Slumber spell.
That's before my action right?
After healing Aiikichi, "Scatter!" Aikio move 30 feet back toward the surface.Is that is ok? I still had a move action left.
| GM Rutseg |
Aikio heals Akiichi. Then, the samurai charges on the creature casting the spell, but he founds nothing else than darkness and air. He would swear though he has heard there the foe!
The foe ends up casting the spell. Akiichi and Peck feel a sudden sleep desire, but they hold on and continue fighting!
Akiichi Will DC 16: 1d20 + 3 ⇒ (17) + 3 = 20
Peck Will DC 16: 1d20 + 4 ⇒ (19) + 4 = 23
The creature tries to hit the samurai with his mace again.
mwk greatclub+invisible (no Dex): 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Bludgeoning damage: 1d10 + 6 ⇒ (3) + 6 = 9
The hit lands true.
You also see how some of the fallen foe wounds heal.
Jules can act again!
Blue (floor): 0 damage
Red (flying): 51 damage, unconscious
Luminos: -2/20 hp, unconscious, stable
Jules:
Akiichi: 12/40 hp
Aikio:
Round 8:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Remember Perception DC 20 to pin-point (or shoot at random), and 50% miss chance.
Peck the lone
|
If I can't then I will heal the Teifling
1d8 + 1 ⇒ (7) + 1 = 8
Aikio the Red
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"Where is everyone?" Aikio delays until she has a visible target.
| GM Rutseg |
Rapier in hand, Peck makes a coup-de-grace over the fallen one.
For DC 16: 1d20 + 7 ⇒ (15) + 7 = 22
Full of terrible wounds, he resumes dying, but seems to keep breathing.
As Peck did not heal, Luminos remains unconscious.
Blue (floor): 0 damage
Red (flying): 57 damage, unconscious
Luminos: -2/20 hp, unconscious, stable
Jules:
Akiichi: 12/40 hp
Aikio:
Round 8:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Peck the lone
|
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
having delivered the Coup-de-grace, Peck would believe he is dead and will now attempt to bring the teifling back on his next turn unless something else happens
| GM Rutseg |
The creature descends 5 feet and tries to hit the samurai with a cleave attack.
mwk greatclub+invisible (no Dex): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bludgeoning damage: 1d10 + 6 ⇒ (3) + 6 = 9
The samurai armor deflects the hit though.
You see how the wounds of the fallen one keep healing.
Peck tabs with his stick healing Luminos whom recovers consciousness.
As you open your eyes, you see the foe flying 5' over you. Standing up, casting or throwing will surely allow him for and extra attack.
Blue (floor): 0 damage
Red (flying): 52 damage, unconscious
Luminos: 2/20 hp, unconscious, stable
Jules:
Akiichi: 12/40 hp
Aikio:
Round 9:
Troops, Jules, Aikio (x2), Peck, Luminos, Akiichi
Aikio the Red
|
on delay until I have a target
| GM Rutseg |
The darkness dismisses and you can see the human flying 5 feet over the floor in front of Akiichi.
Blue (floor): 0 damage
Red (flying): 52 damage, unconscious
Luminos: 2/20 hp, unconscious, stable
Jules:
Akiichi: 12/40 hp
Aikio:
Round 9:
Troops, Jules, Aikio (x2), Peck, Luminos, Akiichi
Aikio the Red
|
Aikio maneuvers to avoid the samurai and shoots the flying man with ice.
tch : 1d20 + 2 ⇒ (18) + 2 = 20, 1d6 + 2 ⇒ (1) + 2 = 3
EDIT switched to ice dart on account of placing.
Jules Stonecutter
|
Jules attempts to slide up to the ememy while avoiding his attack.
Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20
and then attacks
Rapier: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 3d6 + 2 ⇒ (6, 3, 2) + 2 = 13
| GM Rutseg |
Aikio ray freezes the flying foe.
Akiichi swings his katana on the air close to the enemies feet.
Jules tries to avoid the troop attack as she gets a flank, but she does not succeed and he moves the mace towards her trying to hit it. CMD is 22
mwk greatclub: 1d20 + 10 ⇒ (4) + 10 = 14
But the hit falls behind and the woman pass to the flank without further incidence.
You see how the foes wounds dissappear.
The flying foe tries to cleave Akiichi with his greatclub.
mwk greatclub: 1d20 + 10 ⇒ (19) + 10 = 29
Bludgeoning damage: 1d10 + 6 ⇒ (4) + 6 = 10
The hit lands true and the cleave continues going close to Peck.
mwk greatclub: 1d20 + 10 ⇒ (6) + 10 = 16
Bludgeoning damage: 1d10 + 6 ⇒ (1) + 6 = 7
But the gnome parries the greatclub with his shield.
Blue (floor): 0 damage
Red (flying): 47 damage, unconscious
Luminos: 2/20 hp, unconscious, stable
Jules:
Akiichi: 2/40 hp
Aikio:
Round 10:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Remember his flying 5' over the floor, so no flanking between Peck and Jules.
Jules Stonecutter
|
Jules attacks once again.
Rapier: 1d20 + 6 + 2 - 2 ⇒ (8) + 6 + 2 - 2 = 14
Damage: 3d6 + 2 ⇒ (2, 2, 6) + 2 = 12
Short Sword: 1d20 + 6 - 2 + 2 ⇒ (12) + 6 - 2 + 2 = 18
Damage: 3d6 + 1 ⇒ (6, 2, 4) + 1 = 13
Luminos
|
Luminos draws the battle axe he retrieved from one of the bandits and tries to hit the enemy.
Attack: 1d20 + 1 - 2 - 4 - 4 ⇒ (11) + 1 - 2 - 4 - 4 = 2
Damage: 1d8 - 2 ⇒ (8) - 2 = 6
"Ack, how do you use this thing!?"
Aikio the Red
|
Aikio once again shoots at the flying man with ice.
tch: 1d20 + 2 ⇒ (1) + 2 = 3, fsscht: 1d6 + 2 ⇒ (2) + 2 = 4
| GM Rutseg |
This time the foe is flying low enough to attack Peck as he tries to coup-de-grace his companion.
mwk greatclub: 1d20 + 10 ⇒ (1) + 10 = 11
Bludgeoning damage: 1d10 + 6 ⇒ (5) + 6 = 11
But he unbalances in the air and fails the hit while Peck scores one on the unconscious creature.
For DC 18: 1d20 + 7 ⇒ (7) + 7 = 14
The strike is terrible on where it is supposed to be the creature heart, it bleeds all over his body, but when Peck retrieves his weapon, the creature is still breathing. That should have killed him!
You know about horrible spirits that walk around men with the form of humans and have terrible powers as regeneration.
You know those creatures with regeneration cannot be killed unless you find the proper damage that stops their regeneration for some seconds, and then you kill them.
Jules, not able to flank with Peck due to the creature being flying over them, fails his attacks.
So do Luminos and the Samurai, and Aikio frost ray falls short on the foe.
You see how the fallen creature wounds just made by Peck close again.
The flying one shrieks and tries to cleave again the samurai, yet without luck this time.
mwk greatclub: 1d20 + 10 ⇒ (8) + 10 = 18
Bludgeoning damage: 1d10 + 6 ⇒ (9) + 6 = 15
Blue (floor): 0 damage
Red (flying): 50 damage, unconscious
Luminos: 2/20 hp, unconscious, stable
Jules:
Akiichi: 2/40 hp
Aikio:
Round 11:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Remember his flying 5' over the floor, so no flanking between Peck and Jules.
Jules Stonecutter
|
Jules looks down at the creature on the ground.
"Oh no you don't!"
and attacks it.
Rapier: 1d20 + 6 + 4 - 2 ⇒ (3) + 6 + 4 - 2 = 11 I am not sure if I also get flanking since he is lying on the ground If I do please add 2 but I believe I do get my sneak attack
Damage: 3d6 + 2 ⇒ (3, 6, 6) + 2 = 17
Short Sword: 1d20 + 6 + 4 - 2 ⇒ (11) + 6 + 4 - 2 = 19
Damage: 3d6 + 1 ⇒ (1, 6, 1) + 1 = 9
| GM Rutseg |
Yep, you are rolling terrible, this combat is really taking very long
Jules stabs her weapons once and again over the fallen enemy. Horrible wounds open again on him, and even one of the limbs got split from the main body. And yet, he still continues to breath.
Akiichi fails his attack with the katana, while Peck succeeds to further heal Luminos.
Blue (flying 5'): 0 damage
Red: 76 damage, unconscious
Luminos: 7/20 hp, prone
Jules:
Akiichi: 2/40 hp
Aikio:
Round 11:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Remember his flying 5' over the floor, so no flanking between Peck and Jules.
Aikio the Red
|
spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
"These aren't human!* The way their wounds are closing means we need to get past their natural defenses. What have we tried so far? slashing? bludgeoning? fire? ice? Can you tell which wounds are closing?"
perception: 1d20 + 5 ⇒ (16) + 5 = 21
*or they are but under the effects of a spell? Does the spellcraft info let us make a knowledge check against these creatures?
Aikio heals the samurai with her wand and steps back.
UMD: 1d20 + 9 ⇒ (18) + 9 = 27, 1d8 + 1 ⇒ (1) + 1 = 2
| GM Rutseg |
You see how the fallen foe wounds regenerate again.
The flying one shrieks and tries to cleave again the samurai without any kind of luck.
mwk greatclub: 1d20 + 10 ⇒ (4) + 10 = 14
Bludgeoning damage: 1d10 + 6 ⇒ (6) + 6 = 12
Blue (flying 5'): 0 damage
Red: 71 damage, unconscious
Luminos: 7/20 hp, prone
Jules:
Akiichi: 4/40 hp
Aikio:
Round 12:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Remember his flying 5' over the floor, so no flanking between Peck and Jules.
Aikio the Red
|
"Burn them and burn you." Aikio responds to the gnome. "That's how fire usually works."
Aikio the Red
|
"or take his club, & tie him up!"
any answer about the knowledge questions above?
| GM Rutseg |
There are some numbers dancing there, first attack and confirmation with different bonuses, but a 22 would be enough anyway Akiichi :)
Akiichi cuts through the skin splitting the left leg of the foe from the rest of the body. The creature howls in terrible pain, but the bleeding stops very fast and you can see how the leg starts to regenerate!
There's no more information revealed by the check. It seems to be a special quality rather than a spell, but it should work similarly to an alter self spell
The enemy is in terrible conditions, but still up.
Blue (flying 5'): 37 damage
Red: 71 damage, unconscious
Luminos: 7/20 hp, prone
Jules:
Akiichi: 4/40 hp
Aikio:
Round 12:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Remember his flying 5' over the floor, so no flanking between Peck and Jules.
Jules Stonecutter
|
Jules attacks the flying creature.
Rapier: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Crit: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Short Sword: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
| GM Rutseg |
So the odds finally changed! :D
Jules stabs her rapier into the creature's heart, the bleeding so vast that the creature gets dizzy and loses consciousness finally.
COMBAT IS OVER!
Even though defeated, the creatures wounds are slowly regenerating, and you can see some of the split limbs to even grow again!
So now, you can try to find how to definitely kill them, but if you want, you can also just go ahead and follow the tunnel.
Congrats, you past through a very difficult encounter!
Luminos, don't feel bad about the darkness, they have the same spell-like and would have used it anyway, so the same conditions would have happened.
Let me clearly know when you are ready to depart and I will move the action to the end of the tunnel.
I believe we can still finish this before the end of the Gameday3, 1st of February, and get those boon rolls.
Samurai Pregen
|
Samurai get as class feature Weapon Expertise Hayato may draw his katana as a free action. Whenever he threatens a critical with a katana, he gains a +2 bonus to confirm. That is why I added +2 to the confirmation roll. Leveled my own Samurai on monday, otherwise I would have forgotten that feature. Pregens can be a PITA
"Let us tie them up and run forward, the do need us!"
Luminos
|
"Good idea," says Luminos coughing up blood. "Those clubs pack a wallop..."
How many cure light wounds potions did Luminos gather off of the corpses of the first enemies?
| GM Rutseg |
I think you have used two and two more remain Luminos
The group ties up the other two making sure they are not going to bother the party anymore for a time. Then, they start healing.
The foes, you can also see regenerating quite quickly.
Let's try to not take more than today for healing so we can push the action soon enough.
Aikio the Red
|
As the two get tied up, Akio looks at the fancy ivory club. She lets out a squeeky 'ooh' "Anything else they have?"
To speed the process up the tengu works a wand with slightly less skill than the gnome.
UMD: 1d20 + 9 ⇒ (14) + 9 = 23, purifying burn: 1d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 9 ⇒ (19) + 9 = 28, purifying burn: 1d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 9 ⇒ (14) + 9 = 23, purifying burn: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 9 ⇒ (10) + 9 = 19, purifying burn: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 9 ⇒ (4) + 9 = 13, purifying burn: 1d8 + 1 ⇒ (6) + 1 = 7
On whomever needs it, tell me if you need more & whether the charges will come from my wand or yours. If it is not enough you can see the numbers, roll some more.
Jules Stonecutter
|
Um we could always try this alchemist fire and see if they continue to heal" Jules says as she holds out a potion.
If no one object she will use the alchemist fire on both of these creatures.
Luminos
|
Luminos smiles, "I'm pretty good at using those, let's stack them in the corner, and I'll toss one on them. Also, we have a few extra potions of healing if anyone wants some."
Luminos bows towards the sorcerer, accepting 13 points of healing.
Before throwing the fire, Luminos tries to identify the creatures.
Take 10 for KN Anything for 10+15=25 minimum