| GM Ascension |
Ian catches the leopard in the doorway in the neck, dropping it to the ground partly beheaded.
With the opening granted by Ian, Tomlin uses the north wall as a springboard, leaping over the leopard blocking his path, then rebounding to the south and through the door where Ian stands keeping the leopards in the hallway.
Edric moves into the hall stabbing at the leopard closest, but is unable to inflict any wounds.
Tavrus, Serelina, and Valdr still have actions.
| GM Ascension |
GM PC's for several players
Valdr moves to the doorway to assist Edric in attacking the leopard.
Attack: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
But is unable to score a hit.
Serelina also moves forward, placing a misfortune on the creature.
Will save d20 + mods = 8
As before the leopards try to close in on Ian, another appearing behind the previous.
Attacks d20 + mods = 10, 14, 19, 15, 17, 16, 12, 18, 6
Ian is prepared for them though and holds his ground.
The last one snarls at Edric, clawing and biting at his armor and dealing some very minor damage.
Attacks d20 + mods = 9, 17, 21
Damage d3 + mods = 6 - 5dr = 1
In the back room a flare of light strikes the open door and north wall and small shadows begin to dance about. It is only a moment before the smell of flame and smoke reaches your nostrils.
Party may act
| Ian Marros |
whoa, never had paizo double-post on me before, that was weird
Ian yells as he slashes the leopard across the jaw with the heavy bardiche, then thrusts the point up into its belly, lifting it up, frustration and pain grating his already gravelly voice.
ToHit: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
ToHit: 1d20 + 8 - 3 ⇒ (16) + 8 - 3 = 21
Damage: 1d10 + 10 ⇒ (9) + 10 = 19
Damage: 1d10 + 10 ⇒ (10) + 10 = 20
"Fire! He lit the place!" Ian shouts, battling the leopards fiercely as they claw and snap at his armor. Blood was smeared on the iron, giving it a crimson hue.
| Brother Tomlin |
Now out of the window, Tomlin dashes along the edge of the building while staying hidden. He calls upon his inner reserves for an extra burst of speed.
Use Ki Point for extra 20' move. He'll use Fast Stealth to stay hidden and will follow the wall of the building east until it turns north. He's looking for any sign of someone emerging along the eastern wall of the building. Assuming he sees no one, his full move (double move + Ki) will get him to Y27
| Tavrus |
Edric slashes at the leopard nearest to him.
1d20 + 4 ⇒ (14) + 4 = 18
1d6 + 3 ⇒ (5) + 3 = 8
Tavrus will move into the south room (one up and one left from that table) and do a channel energy hitting all the leopards, excluding Serelina, Ian, and Valdr.
negative energy: 3d6 ⇒ (3, 4, 1) = 8
| GM Ascension |
With two swift attacks Ian drops the next leopard in line while negative energy emanating from Tavrus seeps into the remaining creatures.
Saves for half damage: d20 + mods = 8, 9, 14, all take full damage
Will save for misfortune d20 + mods = 11
Edric also pierces the closest leopard, and it snarls at him.
Moving around the side of the building Tomlin does not see anyone in the alleyway. He continues north to get around the next corner, but again finds the side of the building undisturbed.
The leopards continue to press Edric and Ian in turn.
Against Edric (now showing misfortune numbers as well in parenthesis) d20 + mods = 23(27), 20(25), 9(14)
[ooc]Damage d6 + mods = 8
Free grappled attempt d20 + mods = 15(29)
The leopard latches on to Edric's leg, pulling at him.
Against Ian d20 + mods = 12, 21, 28 (confirm 25)
Second leopard d20 + mods = 10, 9, 6
Damage 2d3 + mods = 15
The first slashes one claw against Ian's legs, finding an opening in the knee joints of his armor where its sharp claws draw blood.
The fire in the other room gets brighter. It might still be stopped if reached soon.
Will get the map updated tonight, but party may act
| Ian Marros |
Ian yells in pain as he falls to one knee, then through sheer grit forces himself to stand again, jaw clenched. He was bleeding freely now, seeping through the shredded leather and chain joint of his greave.
| Tavrus |
Tavrus moved into the south room last turn.
Edric will slash at the leopard on him, and Tavrus will cast Cause Fear on the leopard on Ian (DC 14 will negates).
Edric: 1d20 + 4 ⇒ (7) + 4 = 11
1d6 + 3 ⇒ (3) + 3 = 6
| Brother Tomlin |
Tomlin cursed softly to himself as he realized his hunch regarding the man's escape route had been wrong. If the man did not escape outside, he either had a trap door in the room he occupied to some sort of escape tunnel...or had magic the halfling could not comprehend. I need to get into that room! Skidding to a stop, Tomlin moved back a few feet to the south. The shuttered window was adjacent to him, and offered the only viable way in at this point. He therefore put all his energy into disabling the shutter in order to climb through the window.
5 foot step to Z27, then full-round Disable Device attempt on the window
Disable Device 1d20 + 14 ⇒ (2) + 14 = 16
| Serelina Bellafini |
Serelina concentrates on the second leopard on Ian and continues her maniacle laughter.
Cackle, Misfortune. I feel like there should be a total of three misfortuned leopards at this point, assuming this one fails its save. But I know I messed up the rounds a bit.
| Ian Marros |
full round attack, when its ian's turn
1d20 + 13 - 3 ⇒ (9) + 13 - 3 = 19
1d20 + 8 - 3 ⇒ (5) + 8 - 3 = 10
1d10 + 10 ⇒ (8) + 10 = 18
1d10 + 10 ⇒ (9) + 10 = 19
| GM Ascension |
One of the leopards with misfortune is down, but that does leave the two closest to you with the hex. I'm placing an M marker on the ones that are cursed with misfortune.
As Tavrus pushes past the leopard grappling with Edric and through the western door he finds a sparsely furnished room. A single table sits in the middle of the room with several chairs around it. This is the room seen through the scrying when those present were conversing with one another.
Edric pulled off balance by the leopard is unable to land a blow on the creature. Valdr attempts to assist the priests companion but fails to score a hit.
Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Ian's first strike slices a wound in the back of the creature, but it twists out of the way of back swing.
Outside Tomlin works at the shutters, but again is unable to get them open through subtle manipulation.
The first leopard continues clawing and biting at Edric, holding him fast in its jaws, all four legs raking at the plate armor. The sound of claws on metal is jarring to the ears.
Maintain grappled 1d20 + mods = 14(29)
Damage 10
Rake attacks d20 + mods = 10(21), 8(25), 17(26), 7(23)
The remaining two continue assaulting Ian. Two near hits are avoided as the farther leopard reaching around the corner interferes with the one directly in front of Ian.
Attacks d20 + mods = 22(23), 12(23), 9(16), 10, 10, 7
The crackle of flames from the eastern room grows louder.
Party may act
| Brother Tomlin |
Hearing the faint crackle of flames behind the shutters makes Tomlin inwardly more frantic. He tries to call on his training to calm himself and again attempt to disable to shutters.
Disable Device 1d20 + 14 ⇒ (9) + 14 = 23
EDIT: Add a 5' step to the south with that full-round disable device action
| GM Ascension |
Will save d20 + mods = 7
Tomlin manages to get a thin piece of wire inside the window to catch the latch and open it and the shutters. As he pulls the window open the one armed man stands in the southwest corner of the room. He stands next to an open trap door in the floor of the room. He looks up as the window opens giving Tomlin a scowl, "You will not take me scum."
A bed has been pushed towards the middle of the room, the blankets and sheets in flames.
Ian, Tavrus and Valdr are still up, then the enemy
| Ian Marros |
AoO: 1d20 + 13 - 3 + 1 ⇒ (6) + 13 - 3 + 1 = 17
Dmg: 1d10 + 10 ⇒ (6) + 10 = 16
Ian moves into the hall (5' step), then attacks the leopard blocking the door.
ToHit: 1d20 + 13 - 3 ⇒ (5) + 13 - 3 = 15
ToHit: 1d20 + 8 - 3 ⇒ (13) + 8 - 3 = 18
Damage: 1d10 + 10 ⇒ (2) + 10 = 12
Damage: 1d10 + 10 ⇒ (4) + 10 = 14
| GM Ascension |
Ian slashes the leopard as it flees from Tavrus into the far room. It is still alive but is injured in a bad way. With the creature out of the doorway he moves into the hall to assault the next one, inflicting grave wounds upon it.
Edric tugs and pulls trying to escape the jaws of the third but is unable to break free.
Tavrus fires a crossbow bolt at the creature, but can't get a clear shot.
Valdr attacks again, the creature tries to dodge but is unable to do so effectively while maintaining its hold on Edric.
Attack: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
In return the leopard maintains its bite on Edric, jaws working, while its claws rake across his armor.
Maintain grappled d20 + mods = 21(25)
Damage d6 + mods = 7
Claws d20 = 9(14), 19(26), 11(28), 14(25)
The other leopard assaults Ian.
d20 + mods = 11(22), 15(25), 13(26)
With Tomlin at the window peering in the bald man leaps into the trap door and disappears from sight.
Party may act
| Brother Tomlin |
Eyes fixed on the bald man, Tomlin vaults through the window into the room. He's fleeing through a trap door! I'm going after him! Tomlin shouts his intention towards the hallway where his allies fight on against the leopards. Sprinting towards the open trap door while drawing one sword to pair with his poisoned dagger in the other hand, Tomlin again channels his inner fortitude to increase his speed.
Double move chasing after the bald man, drawing one sword as a free action as part of move. He'll avoid the feared leopard. Once at the trap door will move in stealth. Use Ki power to add 20' to movement.
| Serelina Bellafini |
Assuming that there are 10' or higher ceilings and I can move in the fashion described below.
Hearing Tomlin's shout, Serelina curses under her breath. Suddenly she jumps into the air and flies over the fray, skating dangerously close to the combatants but trusting her magics to keep her safe from any stray attacks. Streaking into the room, she directs her flight down through the trapdoor into the area below.
Flight hex and 60' of flying should get her just through the trapdoor by my count. Misfortunes should last one more round now that she is done cackling.
| Ian Marros |
Seeing Tomlin run after Hezek, Ian cleaves downward on the leopard with all his strength.
ToHit, PA: 1d20 + 13 - 3 - 2 ⇒ (19) + 13 - 3 - 2 = 27
ToHit, PA: 1d20 + 8 - 3 - 2 ⇒ (1) + 8 - 3 - 2 = 4
Damage, PA: 1d10 + 10 + 6 ⇒ (6) + 10 + 6 = 22
Damage, PA: 1d10 + 10 + 6 ⇒ (9) + 10 + 6 = 25
| GM Ascension |
Ian strikes down the leopard blocking his path and moves into the room.
You have a full move action left minus 5' of movement. Moving through the fire will cause 1d6 fire damage. Staying in the room will also cause 1d6 fire damage due to the heat building up now.
Valdr takes another swing with his axe, sensing the urgency now for the chase with Tomlin's call he enhances his blade, the green runes etched into the metal increasing in intensity.
Swift action to add +2 to the blade
Attack: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Damage: 1d10 + 6 ⇒ (5) + 6 = 11
The blow fells the leopard. Valdr immediately moves into the hallway to give chase.
Serelina, flying above the heads of all is able to move with ease down the passage and into the trap door to a narrow passage below, following right behind Tomlin as he drops into the hole. The passage runs south and it quickly becomes dark, though there is a faint whisper flicker of light from a bend to the west. Racing around the corner Tomlin can see the bald man Hezek fleeing, a small glowing item held in one hand giving off not more light than a candle, with his enhanced speed he catches up to him.
The faint smell of sewage reaches their nostrils.
Tomlin technically needs to make a DC 15 acrobatics check to move in the portion of the passage that is outside the range of the light, but that is a automatic for me. Serelina flying can avoid the check as there isn't really anything to stumble on when her feet are 3' off the ground.
Tavrus and Edric still have a full round action for this turn. Ian has a move action (-5') left over
The leopard still alive in the burning room falls over from exhaustion, the flames and smoke overcoming it.
Going to take Hezek's action as Ian/Tavrus are unlikely to be able to effect him this round.
Hezek swears in some unknown language and steps back from Tomlin, concentrating intently. Almost immediately a creature appears between Tomlin and Hezek, a dretch like those fought at the abandoned tower. In the darkness behind Serelina the sound of something moving can also be heard.
"Zablokujte průchod, můj způsob úniku." screams Hezek.
Speaking in abysal Hezek commadns, "Block the passage, cover my escape."
The dretch immediately turns on Tomlin, clawing and biting at him. Tomlin evades the claws but his bitten by the demon.
Attacks d20 + mods 10, 16, 21.
Damage d4 + mods = 2
Serelina feels claws digging into her lower legs.
Unable to see Serelina's attacker is effectively invisible to her.
Attacks d20 + mods = 26, 19, bite d20 + mods = 13. Can't remember if you cast Mage Armor or not Serelina? If not the bite also hits.
Damage 1d4 + mods = 3, 4. Bite d4 + mods = 3
At the same time a putrid green cloud fills the hallway.
Serelina and Tomlin need to make a DC 13 fort save or be nauseated.
Party may act. Tavrus has two full actions. Ian 1 and a half.
| Serelina Bellafini |
Please note: Serelina has both mage armor and mirror image running with three images running. She casts mage armor through extended rod early in the morning every day for 12 hours of armor. See also: link Also, is this shadowy light or true darkness for Serelina?Can she see the one-armed man well enough to target him? Is the passage tall enough to fly over people? Need this guidance before acting if that is OK.
Fort: 1d20 + 4 ⇒ (15) + 4 = 19
| GM Ascension |
Mirror image hits. A 1 is always the correct target.
1d4 ⇒ 1
1d4 ⇒ 4
So 1 hit, 1 image removed, 1 near hit which is close enough to remove a 2nd image.
The stinking cloud blocks vision to Hezek.
The passage has a low ceiling, so while you can always move through allies, moving through enemies here will require an acrobatics roll.
| Serelina Bellafini |
Unable to see through the noxious fog, Serelina attempts to snap off a spell based on what she saw before the fog fell.
@ DM - how would you interpret the effect of a Sleet Storm on a Stinking Cloud? Either way, she's trying to even the playing field making eveyrone involved blind and immobile. Sleep storm cast (assuming the halway continues) centered on a hypothetical square 10' beyond where she last saw the one-armed man with his little light (AH-14)- trying to keep this guy around while squelchng his light source and blinding the dretches since we're blind anyhow. I am risking the AoO from the dretch. Concentration just in case she is hit: 1d20 + 12 ⇒ (12) + 12 = 24
| Ian Marros |
I may be wrong, but wouldn't Tomlin get a stealth vs. perception contest? Or did that happen behind the scenes
Ian runs straight through the fire towards the trap door.
Fire: 1d6 ⇒ 5
20' in heavy armor, -5'. 15' moved.
| GM Ascension |
The sleet storm won't have any particular effect on the stinking cloud. If this were the only group playing I'd probably go for it, but because of the potential PvP aspect I have to be more RAW strict.
I did do a stealth/perception for/vs Tomlin, but the window opening was a fairly easy perception DC.
Tavrus, at this point just being in the room with the growing fire will cause fire damage as the heat is getting quite intense.
As Serelina cast's her spell she feels another claw raking at her skin.
Attack d20 + mods = 21, mirror image d2 = 1, damage d4 + mods = 6
She maintains her spell though and the air grows freezing and cold. What little light was seeping through the green vapors turns to complete blackness, and the ground grows slick with ice.
The terrain in the passage is now effectively rough terrain, costing double movement, and requires a DC 10 acrobatics check to even move at all. Failing the acrobatics by 5 or more means you fall prone.
Ian, Tavrus/Edric, Tomlin, Valdr are still up.
| Ian Marros |
Ian climbs down the ladder, then turns around to face pitch blackness. Hearing the scuffle, he keeps a hand on the wall and moves slowly forward towards the sounds. When his foot touches slick ice, he stops, cursing under his breath and trying to judge how far away the fight is.
moving as far as he can before the ice. If that leaves any actions leftover, he'll try to light a torch with flint and tinder, temporarily dropping his Bardiche.
| Ian Marros |
Tavrus can hear Ian's breath is a bit ragged, but he was still going, even after sustaining wounds that would have killed most.
Hearing Tavrus and Edric drop down, Ian says over his shoulder.
"Ground is slick just ahead of me."
| Ian Marros |
CSW: 3d8 + 6 ⇒ (8, 5, 6) + 6 = 25
Ian nods his thanks, even though it's pitch black.
"De ja vu."
Is that phrase usable in this setting? haha if not replace it with the fantasy equivalent
| GM Ascension |
@Ian, I have no idea what the Dwarven, Elven, or Orcish version of that might be, so French is fine :).
Valdr follows down the hole right behind Tavrus.
[ooc]Fire damage to Tavrus d6 = 2, Edric d6 = 3, Valdr d6 = 3
Tomlin begins to gag from the foul vapors.
Unable to see, the dretch's lash out blindly at Tomlin and Serelina. Both feels claws and teeth tearing at skin and clothing.
vs Tomlin d20 + mods = 23, 23, 19. 50% miss chance, lower 50 misses, d100 = 68, 14, 72. Damage d4 + mods = 4, 6
vs Serelina d20 + mods = 18, 14, 16. 50% miss chance 63, 83. Because there is no vision the remaining mirror image doesn't interfere with attacks, nor does it get used up. Damage d4 + mods = 4, 4
Serelina needs to make another fortitude save.
Party may act, though Tomlin is limited to a move action.
| Serelina Bellafini |
Trapped with these creatures, I was counting on Tomlin to get us out once I evened the odds. The nausea is the key threat.
fortitude: 1d20 + 4 ⇒ (4) + 4 = 8
Just as she is thinking this, the nausea takes over and she loses her ability to do more than crawl along the ice - but there is no where for her to crawl...
| Brother Tomlin |
After rolling my save before, I attempted to add to the post reflecting the save's impact. Per Force, this is when the website went down and I'm just now getting around to checking. Here's the rest of the post
Stinking Cloud is rapidly becoming my top vote for Most Annoying Spell of all time.
Tomlin gagged as the too-familiar stench hit his nostrils. Like before, he was ill-prepared for its arrival and was quickly overwhelmed. Trying to think past the retching sensation, he knew he needed to get passed his foes if possible. He bolted into action, attempting to spin past both the summoned beast and the bald man to halt his retreat.
Tomlin has Light Steps class ability, negating difficult terrain. He will use his move action to attempt to Tumble/Acrobatics past the two foes to wind up in AH15.
Acrobatics Check 1d20 + 15 ⇒ (15) + 15 = 30
EDIT: @GM: Did the Dretch in front of Tomlin go twice before Tomlin acted? I see one set of attacks, resulting in a bit attack that hit, right after the creature was summoned. Then Tomlin was attacked again by the dretch (who hit better swinging blindly) your last post. Maybe the second set of attacks shouldn't have occurred yet?