Samuel Sledge |
"We can search this later."
We continue on.
Zone |
"Remember. I still have my power in effect. Let me quickly sweep the area with my special sight first."
Zone uses his touchsight to sense whatever creatures and objects that are hidden in the barrels.
Zone |
What about outside the barrels?
Jones Shei'lac |
Jones scans with Echolocation.
Samuel Sledge |
"Let's check the stables."
Jones Shei'lac |
"Perhaps we'll find the real stablehand...or what's left of him."
Samuel Sledge |
We'll go to the next level.
Zone |
Zone chuckles.
"Good dog."
Will need to know the remaining duration for my touchsight to keep track of it.
Storm Dragon |
It's 10 min/level right? Unless you do something hugely time consuming like search every one of those barrels it's going to have plenty of duration. Even minute/level probably will be up the whole time you're here. I don't generally make a habit of keeping a round by round counter when exploring. Roughly a minute and a half has elapsed since you entered via the top of the tower, given your move speeds.
Samuel Sledge |
"Sure."
We proceed to the second floor, keeping a wary eye out.
aka a bunch of 40+ perception rolls
Storm Dragon |
Was wondering if anyone was still around.
The second floor opens onto what appears to be a laboratory. Attempting to be very quiet and stay out of sight are a group of men (who are bad at it) and a woman, flying near the ceiling on a broom (who isn't much better).
Do you let on that you notice them or try to play it cool?
Osric the Shining |
Osric will try to play it cool while he waits to see what his allies do. If that requires a Bluff check, he's at +6 from Cha and Good Hope (he's much better at Diplomacy).
Jones Shei'lac |
Jones sheathes his rapier and takes a few steps forward.
"We can see you three, but please do not be afraid. Our only goal here is to find a vampire who has hidden himself in this abbey. You are not undead, so you have no need to fear us. If any of you are injured, we can provide curative magic. Otherwise, I strongly suggest that you leave the building at once."
Diplomacy: 1d20 + 1d6 + 25 ⇒ (6) + (4) + 25 = 35
Zone |
Zone stays out of sight but judges the reaction of the mass before him.
Stealth: 1d20 + 27 ⇒ (8) + 27 = 35
Samuel Sledge |
"Pretty sure they're working for 'em, Jones."
Jones Shei'lac |
Jones looks directly into the broom woman's eyes. "Then leaving would be an even wiser decision."
Storm Dragon |
The flying woman seems willing to take Jones' offer, if only to avoid a fight...that is, until Sledge opens his mouth.
"ME work for the VAMPIRE? Why I NEVER! I wouldn't be caught dead taking orders from that incompetent pawn! Men, attack these insolent wretches!" she cries.
4d20 ⇒ (12, 10, 6, 10) = 38
2d20 ⇒ (5, 20) = 25
Hetna (24)
Zone (19)
Jones (19)
Sledge (15)
Osric (11)
Guards x4 (7)
Oooh, neat. One of my NPCs gets to go first for once.
Hetna holds a grudge against Sledge and makes an evil sign at the hobo.
Sledge Will: 1d20 + 12 ⇒ (8) + 12 = 20
Sledge feels weird, as though the universe is aligned against him.
You've been Misfortuned.
She then waves a rod in her hand and blasts out a deafening barrage of sound, a chorus of tortured screams that never seems to end.
12d4 ⇒ (2, 1, 4, 4, 3, 1, 4, 4, 4, 3, 3, 3) = 36
Everyone make a Reflex save, DC 23. Success halves the above damage. If you fail this save, make a Will save as well. Failure means you are Panicked for a duration.
Then everyone is up!
Zone |
Reflex Save: 1d20 + 17 ⇒ (7) + 17 = 24
Zone ducks the majority of the soundwaves and its effect, escaping with a bleeding scratch on his cheek. Spotting the mage on the broom, Zone prioritizes his knife against her.
Move: At least 10 ft. (+3 dodge bonus to AC)
Standard: Fury of a single blade (2x damage if 2 hit & x5 damage if 3 hit)
Swift: Wind Strike (+5 to attacks & Ref DC 17 or daze for 1 round)
Attack 1: 1d20 + 27 ⇒ (11) + 27 = 38
Attack 1: 1d20 + 27 ⇒ (3) + 27 = 30
Attack 1: 1d20 + 22 ⇒ (7) + 22 = 29
Attack 1: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 1d6 + 14 ⇒ (1) + 14 = 15
Mobile Damage: 5d6 ⇒ (4, 1, 4, 3, 4) = 16
Samuel Sledge |
Ref: 1d20 + 16 ⇒ (17) + 16 = 33
Ref: 1d20 + 16 ⇒ (7) + 16 = 23
Haha rekt.
Sledge walks up, flexes for Lunge if necessary, and reaches up and grabs the lady.
1d20 + 26 ⇒ (20) + 26 = 46
1d20 + 26 ⇒ (19) + 26 = 45
"Yield or I will break your hands and your jaw and blind you so you can't use any magic."
Jones Shei'lac |
Ref: 1d20 + 21 ⇒ (2) + 21 = 23
Jones barely covers his ears in time. He waits to see the result of Zone and Sledge's actions.
"I did try to warn you..." he tells the witch.
Osric the Shining |
Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
Will: 1d20 + 22 ⇒ (12) + 22 = 34
Osric takes the full force of the unholy screams, but it only harms his body, not his soul.
He casts Ironskin on himself.
Also, Good Hope is still up (the +3 version) on everybody.
Zone |
Forgot about +3 from good hope. So his attacks would be 41, 33, 32 & 25 and 18 for damage. If not enough range, he will deduct via far shot which is mitigated for the first two increments via hunter's eye.
Jones Shei'lac |
Friendly reminder, Sledge, that I gave you an Enlarge Person infusion like I do every day.
Samuel Sledge |
Sledge jumps up a lil bit so she's within his reach.
Acrobatics
1d20 + 15 ⇒ (3) + 15 = 18
1d20 + 15 ⇒ (13) + 15 = 28
Storm Dragon |
Sledge doesn't quite manage to get enough height.
It's a DC 20 to jump 5 feet up.
Zone hits her with a powerful blow, but she grits her teeth and fights through the pain of the knife in her collar bone.
"GET THEM!" she screeches and the guards rush around the walls of the room, the four obviously Charmed guardsmen splitting their attacks between Zone and Sledge.
4d20 ⇒ (1, 16, 2, 4) = 23
One of them manages to strike Sledges, the rest are not so lucky as to even come close to hitting their mark.
Damage: 2d8 + 14 ⇒ (4, 5) + 14 = 23
Hetna forks her fingers at Zone. "You're not even worthy to breathe my air, worm!" she cries, and Zone feels the breath get sucked from his lungs.
Make a Fort save. Success means you're Staggered, failure means you fall unconscious at the start of your next turn and begin suffocating. You guys are NOT up, I need to see how this spell works before she takes the rest of her turn.
Osric the Shining |
Sledge should get it because Good Hope applies to skill checks and it doesn't look like he included it.
Spells active:
(Party or area)
Magic Circle Against Evil
Encouraging (+3) Good Hope
(Self only)
Magic Vestment x2
Ironskin
Samuel Sledge |
Oh, I thought Good Hope had gone down by now - rereading I saw that I misunderstood the duration conversation. Then I would not be misfortuned, assuming the hex is DC 23 or less.
1d20 + 12 + 3 ⇒ (13) + 12 + 3 = 28
If misfortuned...
1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22
Osric the Shining |
If the guardsmen are Charmed by an evil caster, then any that enter within the Magic Circle Against Evil get an immediate save with, as I understand it, the spell's +2 resistance bonus and an additional +2 morale bonus.
Magic Circle Against Evil applies to everybody in the area, not just allies.
Jones Shei'lac |
Hold up, hooooooooooooooooooooold up! I was just delaying until after Zone and Sledge.
Before the goons rush in, Jones moves next to Zone and readies to attack the first guard that approaches them.
1d20 + 21 ⇒ (3) + 21 = 24
1d6 + 11 ⇒ (5) + 11 = 16
Samuel Sledge |
Cloak of Dreams (90% sure that's the spell she's using) has a 5 foot radius, sledge has 10 foot reach.
Samuel Sledge |
I'm pretty sure she's been dismounted by that, though, at least.
Bc I moved her from her space.