| Jod Eastwind |
I don't believe Mulluq is a stealthy sort, but Jod will be following his lead, so if the big fellow is trying to be quiet, so will the ranger, moving at half-speed. Otherwise, it's full-speed to get there as soon as the paladin does. Please place Jod behind Mulluq with a 5' gap between them.
Stealth: 1d20 + 4 ⇒ (5) + 4 = 9
| Aubrey the Demented/Malformed |
Rhok's position?
Quasit 1 1d20 + 6 ⇒ (16) + 6 = 22
Quasit 2 1d20 + 6 ⇒ (2) + 6 = 8
Quasit 3 1d20 + 6 ⇒ (8) + 6 = 14
Initiatives
Quasit 1 22
Kira 21+
Jod 21
Mulluq 20
Quasit 3 14
Kaygan 11
Quasit 2
Rhok 8-
Hannik 5
Sol 3
Townsfolk 0
As Mulluq appears in the alley mouth one the quasits' shrieks, "Slaves! Protect us!" It then promptly disappears. The brutalised townsfolk shuffle awkwardly, looking fearful and confused.
Kira.
| Jod Eastwind |
Jod slips past the paladin, but steps back around the corner to let him do his thing (moving to R8), drawing down and firing at the closest little demon Q2. "Hey, folks, don't attack us, stand up for yourselves! Fight them!"
MW Longbow attack: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Favored enemy
Damage: 1d8 + 2 ⇒ (3) + 2 = 5 Favored enemy
"One of them disappeared! Did he leave or is he just hiding? Anybody see him?"
| Mulluq'Tar Sheptat |
Uncertain on how to separate enemy from ally, Mulluq steps up and attempts to use his talents specifically to determine the nature of those present. Concurrently, he tries to remember if these little things are even demons. They really don't look like fearsome monsters, as much as fey or something spritely.
Move, to R7
Standard, Detect Evil (starting in S8, going down and right). It should catch all citizens and Q3
Knowledge Planes 1d20 + 8 ⇒ (1) + 8 = 9
| Aubrey the Demented/Malformed |
If Kira wants to see if the townsfolk are under a spell she will need to move to where they can be seen. Likewise, though her Knowledge (The Planes) is good enough, she can't see the creatures from where she is either - she can see Sol's spoiler below if she moves up.
Sol:
Mulluq:
| Aubrey the Demented/Malformed |
Jod's arrow sends one of the little beasts spinning as it scrathes its side, but he doesn't bring it down. The quasit that Jod didn't shoot at darts forward. Suddenly, Mulluq and Jod feel mortal terror strike them like a physical force. Their hearts pound, their hands tremble and they feel the urge to flee. The townsfolk howl in fear.
Mulluq and Jod, Will saves DC 11 - if you succeed you are Shaken for one round, if you fail you are Frightened and flee for 1d4 rounds.
Sol Calondor
|
" -- They're quasits! Nasty little things. Scary, poisonous, and they heal fast. We need to kill them dead. Wounding won't cut it. And they can become unseeable."
He pauses to consider urging flight.
Basically chaotic imps. I've seen one imp seriously ruin the day of a 1st or 2nd level party of 6 in a largish room. These guys have all the space they want. This could be bad.
| Mulluq'Tar Sheptat |
Not immune until 3rd level, sadly.
Technically, Aubs, I only know there is evil present in the 1st round. 2nd round, number of auras, and the power of the most potent. Detect evil doesn't become group of people useful until 3rd round.
Will save 1d20 + 6 ⇒ (10) + 6 = 16
| Kira Valerious |
If Kira wants to see if the townsfolk are under a spell she will need to move to where they can be seen. Likewise, though her Knowledge (The Planes) is good enough, she can't see the creatures from where she is either - she can see Sol's spoiler below if she moves up.
No problem
| Kaygan Veer |
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I'm assuming the townsfolk are charmed or something, but maybe they're just being bullied into fighting.
If they come at us, Kaygan can try to use color spray to put them down without permanent injury - I'd like to catch a quasit in that too if possible, the trick is doing so without getting pummelled.
| Hannik |
Hannik chants through a quick summons and calls in a celestial eagle. "Bring that demon down!" she shouts at it before ducking back around the corner. The eagle streaks down the alley and wheels around with claws outstretched at the remaining quasit.
SA: Summon a Celestial Eagle in P9
Eagle moves to R9
Grapple CMB: 1d20 - 1 ⇒ (19) - 1 = 18
Maybe provokes as a grapple, but I wasn't sure vs a tiny opponent
Sol Calondor
|
Sol follows Mulluq and Jod down the alley. Emerging, he takes in the scene.
Move to R10. Either join the eagle's grapple or try a new one, depending.
Grapple, A-luck: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
| Aubrey the Demented/Malformed |
The eagle will provoke an AoO
1d1d20 + 7 ⇒ (10) + 7 = 17 to hit, damage 1d3 - 1 ⇒ (2) - 1 = 1 plus poison (DC 13, damage 1d2 DEX, freq 1/round, cure 2 consecutive saves)
The quasit claws the incoming eagle. The damage is slight but the wound burns with venom. The eagle latches on, but Sol is unable to get a grip.
The townsfolk howl in induced terror and flee. The quasits, otherwise engaged, let them go.
One of the quasits reappears, tiny claws ripping at Mulluq.
Since the quaasit is tiny it would ordinarily provoke, but of course it was invisible. An invisible quasit has a massive +36 bonus to Stealth, so there isn't really any chance that Mulluq would know it was coming until he got his Detect Evil really up and running. So Mulluq counts as flat-footed.
1d20 + 7 ⇒ (12) + 7 = 19 to hit, damage 1d3 - 1 ⇒ (3) - 1 = 2 plus poison (DC 13, damage 1d2 DEX, freq 1/round, cure 2 consecutive saves)
Kira.
| Mulluq'Tar Sheptat |
Fort save vs Poison 1d20 + 8 ⇒ (20) + 8 = 28
EDIT: I need to make a concentration check for my Detect Evil as well 1d20 + 5 ⇒ (13) + 5 = 18 vs DC 13 (10 + damage dealt + spell level)
| Jod Eastwind |
The ranger drops his bow and draws his falchion, activating the scale to cast align weapon on the sword and make it a good weapon, hoping that works well against the little terrors as he steps forward to aid Sol.
Free action: Drop bow; Move action: Draw falchion; Standard action: Activate scale; Free action: Move to R11
| Mulluq'Tar Sheptat |
Sorry, had my first RL game in a long time yesterday. Actually, it was my first session running this campaign.
As the thing appears before him and stings, Mulluq drops his focus on finding the evil and lashes out with both sword and fang. His sword lashes furiously, hopefully better than expected. He even gnashes his fangs hard at the little flying pest.
Cold iron longsword 1d20 + 6 ⇒ (19) + 6 = 25, crit confirm 1d20 + 6 ⇒ (9) + 6 = 15, damage 1d8 + 4 ⇒ (1) + 4 = 5 (if crit add 1d8 + 4 ⇒ (2) + 4 = 6)
Bite 1d20 ⇒ 16, damage? 1d6 + 1 ⇒ (6) + 1 = 7
| Aubrey the Demented/Malformed |
Remind me to tweak things a bit, so you don't get complacent... Enjoy, this AP is fairly gonzo.
Mulluq slashes the tiny fiend, and his new sword easily slashes a line through its flesh that weeps green ichor. He even gets a mouthful of the stuff as he sinks his fangs in, though the taste is foul.
Meanwhile, the quasit in the eagle's claws struggles to free itself.
Quasit 3's CMB 1d20 ⇒ 14 v Eagle's CMD of 10
It struggles free, and tries to fly away.
Q3 flies away, but that provokes an AoO from the eagle, Sol and Jod.
Kaygan.
| Jod Eastwind |
Since I didn't have Power Attack going on my turn, I assume I don't have the option to use it now.
Attack of Opportunity: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10
Good grief!
Sol Calondor
|
Disappointment abounds! The boards ate my morning's post.
Sol grabs at the quasit as it tries to escape the eagle. He seizes a leg. The demon's skin is rubbery with a unpleasant slimy feel. He grimaces and clenches his hand tight.
AoO, Grapple, A-luck: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Same result! Excellent!
| Hannik |
Talon AoO: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
Damage + Smite: 1d4 + 1 ⇒ (1) + 1 = 2
I think the eagle can't actually hurt the quasit at all as we saw with DR and the dretches back in the sewer. Still, might as well give it a try.
| Aubrey the Demented/Malformed |
Yeah, the version of Smite Evil that a celestial creature has doesn't negate DR, while a paladin's does. I wonder if that is deliberate or a failure to update that power to be in line with a paladin's ability with exactly the same name. Given that we have a summoner in the party and we will be facing lots of demonic creatures with DR, I'm inclined to change the Smite Evil ability in the Bestiary to being exactly the same as the paladin ability.
| Kaygan Veer |
Kaygan dashes forward and takes in the scene. He sees Jod, Sol and Hannik’s summoned eagle occupied in trying to stop one of the tiny demons, which looks like it may be trying to escape, and Mulluq hacking at another. Momentarily torn about who to help, he decides to try to assist Mulluq – while the paladin is obviously capable, facing a demon alone – even such a small one – is not something Kaygan would wish on anyone.
Move to S8. Cast Ear Piercing Scream on quasit 1. Damage: 1d8 ⇒ 6 sonic and it is stunned for 1 round. DC 14 Fort save to take half damage and avoid the stunning.
I figure Q3 will either be grappled – in which case Sol, Jod, the eagle and Kira have a whole round to wale on it before it gets its turn again – or it will get away, and hopefully not come back.
| Aubrey the Demented/Malformed |
| Aubrey the Demented/Malformed |
Sol clings on to the quasit, preventing its departure.
The third quasit suddenly appears next to Kaygan, claws raking.
Claw attack on Kaygan
1d20 + 7 ⇒ (9) + 7 = 16 to hit v Kaygan's flat-footed AC, damage 1d3 - 1 ⇒ (3) - 1 = 2 plus poison (DC 13, damage 1d2 DEX, freq 1/round, cure 2 consecutive saves)
Rhok.
| Hannik |
The eagle screams and lashes out with talon and claw while buffeting the quasit with its wings. It practically climbs over the thing in mid air during the frenzied assault.
With the demon grounded, Hannik doesn't want to see it break free again. She lets her crossbow drop along the cord through its stock and bounce along beside her when she breaks into a run. The little Kellid draws her morningstar while she barrels down the alley and does her best to hammer that quasit into the dirt.
Fort DC 13 vs poison: 1d20 + 3 ⇒ (8) + 3 = 11
Dex Damage: 1d2 ⇒ 1
Total Dex damage 3. -1 attack, -1 CMD, -1 AC, -1 Reflex
5' flap to S9
Fly, Move less than 1/2 speed while flying DC 10: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18
Talon 1: 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7
Talon 2: 1d20 + 3 - 1 ⇒ (2) + 3 - 1 = 4
Bite1: 1d20 + 3 - 1 ⇒ (18) + 3 - 1 = 20, 1d4 + 1 ⇒ (2) + 1 = 3
Hannik charges to R9, drawing her weapon as part of the move.
Hannik's charge: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
Cold Iron Damage: 1d8 ⇒ 3
Eagle hps 5/4