Arxus |
Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16
Do we see anything in the room we're in, or a path to the elevated chamber?
"Archer" |
fortitude: 1d20 + 6 ⇒ (17) + 6 = 23
"This is why I prefer being outdoors..." grumbles Archer as the stench hits him. 'Why do people insist on doing this to themselves? There seems to be no real advantage to it?'
"Let's get down the stairs. We are, evidently, in a hurry."
He thinks about it a moment, and then realizes that perhaps some direction is needed. "Arxus, why don't you take the lead? I can follow behind, and then maybe Grippli and Pig could follow me. Chaimus, you go fourth, followed by Melea and Galilah as rearguard. That sound ok to everyone?"
I am moving us forward in that order, but we can fix that if people have an issue.
GM Batpony |
Map is updated. The room your are currently in is the elevated chamgers.
After a moment of searching, Arxus finds nothing of value in this room. There are two paths leading from this room. Per the map.
"Archer" |
Looks like we made a good bit of progress... I am assuming that we went in to the one room with the brown pool, found it empty, likely because the pumps cleared it out, then down through the sewer pipe, and up the stairs?
"Hum... left or straight ahead... either way is fine."
'Straight ahead... like an arrow... that would be nice.'
GM Batpony |
That is right! It wasn't empty when you arrived, that's why you had the fortitude save, I was slow in updating the map..
"Archer" |
"Works for me. Let's go!" Archer keeps his bow at the ready
Arxus |
Arxus starts walking forward (passage straight ahead) at the front of the group, shield and sword raised, ready to defend his allies from danger.
And having Darkvision doesn't hurt, either.
(as an aside, since we're in sewers, just let me know if anything we're rolling for is Disease-related, as I'm immune to Disease. Thanks!)
"Archer" |
Archer beckons for the rest of the team to follow, in what appears to now be their standard marching order.
Grandfather Grippli |
Let us boogie
GM Batpony |
The party boogies down the narrow staircase in marching order.
This leads to a drain shaft identical to the shaft that had the pump. Nothing of interest is noted in this room, but there are two paths to take from here.
Which way?
"Archer" |
"Arxus, why don't you go left.... we can always come back here if there isn't a way forward."
GM Batpony |
Constantly having to correct myself.. So the indented path is actually a drain line, that should run under where the shaft leads to, not actually a path. Well technically you can crawl under into the shaft, but to simplify things, as the next room is just a dead end with nothing, I'll move us left.
Finding themselves in a dead end with another pump shaft, the pathfinders backtrack themselves down the left path. A small passage opens into a wide room with arched stone ceilings. On either end of the room, three channels allow sewage to flow into a mazelike series of channels that flow beneath stone walkways. Just south, Precariously fixed to the ceiling by a five-foot length of chain hangs a small iron cage. Within balances a small porcelain vase.
However, the pathfinders find themselves not the only ones to have found the room, standing on the south side, four mean looking fella's also eye the vase.
Archer: 1d20 + 4 ⇒ (2) + 4 = 6
Gripplie: 1d20 + 1 ⇒ (19) + 1 = 20
Chamius: 1d20 + 2 ⇒ (17) + 2 = 19
Arxus: 1d20 + 3 ⇒ (5) + 3 = 8
Melea: 1d20 + 7 ⇒ (11) + 7 = 18
cleric: 1d20 ⇒ 1
fihgter: 1d20 + 1 ⇒ (8) + 1 = 9
rogue: 1d20 + 3 ⇒ (10) + 3 = 13
Sorcrer: 1d20 + 1 ⇒ (19) + 1 = 20
grippli 1 sorcerer 2: 1d2 ⇒ 1
Combat Round 1
Conditions
Grippli
Sorcerer-female half elf
Chamius,Melea
Rogue - cloaked human, fighter - swordman
Arxus,Archer
Cleric - half orc
Grandfather Grippli |
"Stay, Pig. This is not for one such as you."
Grippli walks into the room and stands behind Arxus.
"We are reasonable people. There is no need for violence." Grippli spreads his arms as spectral Gripplis and Pigs swarm around the four ruffians. Soft music fills the air as the specters sing sweet lullabies to the four.
Cast Calm Emotions. DC 17 Will save or unable to make violent actions or do anything destructive.
GM Batpony |
will cleric: 1d20 + 5 ⇒ (15) + 5 = 20
will fighter: 1d20 + 1 ⇒ (18) + 1 = 19
will rogue: 1d20 + 1 ⇒ (9) + 1 = 10
will sor: 1d20 + 5 ⇒ (5) + 5 = 10
With immediate effect, Grippli's spell has managed to calm half of the combatants, they look at each other and question their intent to make harm, however the swordsman and the half orc shout angry profanities at Grippli for putting a spell on their friends! "You pathfinders! You always play dirty!"
Combat Round 1
Conditions
Grippli
Sorcerer-female half elf (calm emotions)
Chamius,Melea
Rogue - cloaked human (calm emotions), fighter - swordman
Arxus,Archer
Cleric - half orc
"Archer" |
I am busy most of tomorrow, so will spoiler a post...
"All! Remember what our task is!"
What is the cleric's patron?
kn:religion: 1d20 + 6 ⇒ (9) + 6 = 15
He will wait until Arxus moves, and then 5' step to that space.
Archer starts off by calling on the power of Erastil to empower his attacks Fervor to cast divine favor
His choice of targets is:
1) Anyone close to the vase
2) The cleric, if of a CN, or evil god
3) The fighter
4) The closest target
Note: He will not shoot through two people... this will have him choose the next target
bow: RS, DA, DF, IC: 1d20 + 9 - 2 - 1 + 2 + 1 ⇒ (10) + 9 - 2 - 1 + 2 + 1 = 19 +1 if within 30' damage: 1d8 + 3 + 2 + 2 + 1 ⇒ (1) + 3 + 2 + 2 + 1 = 9 +1 if within 30'
Same target, unless the first target has fallen
bow: RS, DA, DF, IC: 1d20 + 9 - 2 - 1 + 2 + 1 ⇒ (9) + 9 - 2 - 1 + 2 + 1 = 18 +1 if within 30' damage: 1d8 + 3 + 2 + 2 + 1 ⇒ (5) + 3 + 2 + 2 + 1 = 13 +1 if within 30'
Melea Shemroe |
Sorry for the late post, was at my local game store all of today. Sadly, it is closing down in a few weeks. Also, I assume the colored squares do not block sight.
"Wait! No need for violence, just yet!" Melea barks. "Galilah! Fetch!" And with that, the leopard is off, streaking towards the cage. Her mistress, meanwhile, holds her nocked bow at the ready. "While there are not enough vases for everyone, there are still plenty. Follow your friends' example and stay dormant, and you will remain in the running long enough to seek another."
Intimidate: 1d20 + 10 ⇒ (14) + 10 = 24
Galilah will double move to the cage, and Melea will ready an action to attack anyone who attacks the leopard or another teammate.
Damage, Inspire: 1d8 + 3 ⇒ (4) + 3 = 7
GM Batpony |
The cage is locked, so it would require to be broken or unlocked to open it, and it is 8 feet up in the air.
Archer, the cleric worships Gorum.
The chains that hold the cage look flimsy, a person hanging on it may break it. I'll need to know your weight if you attempt to swing or grab the cage.
Melea, if you are attempting to Intimidate to improve attitude, it will require 1 minute of conversation so it's not practical during combat, if you are demoralizing, you are outside the range, and it requires a standard action, so you couldn't do that and the ready action. SO Im going to go with the ready action.
The fighter draws an axe and throws it at Galilah who gets a bit too close for the enemies comfort to the vase. The Rogue-ish figure moves slightly in front. As the axe is thrown, Melea let's one arrow fly against the fighter but the arrow flies wide.
greataxe: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Combat Round 1
Conditions: Inspire courage
Grippli
Sorcerer-female half elf (calm emotions)
Chamius, Melea, Galilah -6
Rogue - cloaked human (calm emotions), fighter - swordman
Arxus,Archer Going to hold Archer's action until Arxus makes his move.
Cleric - half orc
Arxus |
Arxus double moves up to his new adversaries.
"It would be best for you to find another trinket to appease the Oni. I will not back down." Just dialogue for flavor, no Diplomacy or Intimidate.
"Archer" |
do the mean fellas have any badges or other distinguishing marks?
ARcher steps in and fired twice at the rogue (per above)
GM Batpony |
No distinguishing marks on them, but from their conversation, they hate pathfinders with a passion. Hint hint.
Arxus moves into battle position while archer lets loose two arrows that hits the rogue in both knee caps leaving him incapacitated for the rest of the battle.
The half orc moves forth and swings at Galilah with his big sword, however he swings hard but not accurate.
greatsword: 1d20 ⇒ 14
dmg: 2d6 + 5 ⇒ (3, 6) + 5 = 14
Combat Round 2
Conditions: Inspire courage
Grippli
Sorcerer-female half elf (calm emotions, resistance)
Chamius, Melea, Galilah -6
fighter - swordman
Arxus,Archer
Cleric - half orc
Grandfather Grippli |
Grippli continues concentrating, asking his ancestors to keep the sorcerer serene. He then starts climbing the wall, heading towards the cage.
"Archer" |
"I have the Gorumite. I am sure he will cherish a death in battle. " Archer says, is little remorse in his voice. 'Followers of their lord in battle relish combat to an unhealthy level. I mean to make even less healthy.'
GM Batpony |
The sorcerer being unable to bring herself to act violently, does nothing and waits.
Combat Round 2
Conditions: Inspire courage
Grippli
Sorcerer-female half elf (calm emotions, resistance)
Chamius, Melea, Galilah -6
fighter - swordman
Arxus,Archer
Cleric - half orc
Chamius Lune PFS |
Maintaining his inspiring chant, Chamius steps carefully into the room, attempting not to fall from the narrow bridge. He interrupts the chant briefly to intone a spell, calling forth ectoplasmic ichor to slick the floor under the half-orc.
Casting grease on the squares marked. DC 14 Reflex save to keep from falling over.
"Archer" |
[url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/calmEmotions.html]Calm Emotions[/ooc]
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
So, just to be clear, attacking any calmed targets ends the spell for all targets. So, when we attacked the rogue, the spell ended.
Grandfather Grippli |
Well, why did you attack the rouge?
Grippli will double move then since I no longer need to concentrate.
"Archer" |
I attacked the rogue because he was going for the vase. Plus, the cat would have attacked as well. And I didn't realize that was going to happen?
"Melea, counter-battery on the sorcerer! Keep him from casting!"
Arxus |
And all my formatting in that last post was for naught.
Adamantine Bastard Sword (Inspire Courage): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6
If he cannot reach the fighter in a single move, he will double move.
Arxus |
and I withdraw my poorly formatted post, realizing the point was the sorcerer would have been released from the spell, and I misunderstood what breaks it.
Melea Shemroe |
Seeing the spell break, Melea follows orders and fires on the sorcerer, while Galilah slices away at the half-orc in the ichor.
Mwk Bow, Precise Shot, Inspire: 1d20 + 9 ⇒ (6) + 9 = 15
Damage, Inspire: 1d8 + 3 ⇒ (6) + 3 = 9
Bite, Inspire: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, Inspire: 1d4 + 2 ⇒ (3) + 2 = 5
Trip, Inspire: 1d20 + 9 ⇒ (9) + 9 = 18
Claw 1, Inspire: 1d20 + 10 ⇒ (9) + 10 = 19
Damage, Inspire: 1d2 + 2 ⇒ (2) + 2 = 4
Claw 2, Inspire: 1d20 + 10 ⇒ (9) + 10 = 19
Damage, Inspire: 1d2 + 2 ⇒ (1) + 2 = 3
GM Batpony |
half orc reflex: 1d20 ⇒ 5
Chamius grease causes the half orc to slip and fall flat on his buttocks. The
Melea's arrow nearly hits it's mark, but with so many of her allies in the way, it causes her arrow to go off by 4mm. With the half orc on the ground, Galilah causes maximum fury and causes him to be knocked out.
The fighter angry that his allies are down, charges the leopard with a greataxe, and causes a great deal of pain knocking the leopard unconscious.
charge, greataxe: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
dmg: 1d12 + 4 ⇒ (7) + 4 = 11
Combat Round 2 / 3
Conditions: Inspire courage
Grippli
Sorcerer-female half elf (calm emotions, resistance)
Chamius, Melea, Galilah -17 (at -1hp)
fighter - swordman
Arxus,Archer
Grandfather Grippli |
Grippli moves 40' closer to the vase.
Arxus |
Arxus will take the actions listed in his spoiler earlier (move towards fighter, Attack: 15, Damage: 6)
"Archer" |
Archer shrugs when he sees the Gorumite go down. He figures that those surrounding the fighter should have him taken care of, so looks to the sorcerer. "You can surrender now, or you can eat one of my arrows. By old Deadeye, I do not miss very often. So, I ask you, do you feel lucky?" Archer moves twenty feet towards the sorcerer, (Token not moved, could someone help me on that?), nocks an arrow, and readies to shoot if she casts anything.
Bow, PB, IC, DA, DF: 1d20 + 9 + 1 + 1 - 1 + 2 ⇒ (7) + 9 + 1 + 1 - 1 + 2 = 19 CI magic piercing: 1d8 + 3 + 1 + 1 + 2 + 2 ⇒ (8) + 3 + 1 + 1 + 2 + 2 = 17
concentration of 10+17+Spell level required
"Well, do you?"
GM Batpony |
Grandfather Grippli closes in on the prize as Arxus attempts to move forward and strike at the fighter, howeve Arxus fails to connect.
The sorcerer unaffect by the spell anymore screams back at Archer, "Over my dead body!" and attempts to initiate a spell, but Archer is too quick as another magnificently shot arrow takes her put instantaneously.
Combat Round 3
Conditions: Inspire courage
Grippli
Chamius, Melea, Galilah -17 (at -1hp)
fighter - swordman
Arxus,Archer
Chamius Lune PFS |
Keeping his inspiration going, Chamius steps up and tries to entangle the fighter's legs with his whip, but can't get a good snap. If the fighter's CMD is greater than 20, I think I have to drop the whip to avoid falling over myself.
Whip trip attempt on fighter, including inspire: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Melea Shemroe |
Melea loses her composure and fires another arrow at the swordsman, while Galilah stirs feebly on the ground.
Mwk Bow, PBS, Precise Shot, Inspire: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Galilah Stabilize: 1d20 ⇒ 5
"Archer" |
Archer sees the downed leopard, and takes pity on it. He calls upon the power of Erastil to save the noble beast.
Casts stabilize
"Melea, you should take care of your friend before you attack. We have this pathetic fighter."
Grandfather Grippli |
"Human with Bow, I shall see to the Cat who Claws."
"Archer" |
I will then change my actions... if permitted...
He just shakes his head, takes a step, and fires at the remaining warmonger...
bow, PB, IC, RS, DA, DF: 1d20 + 9 + 1 + 1 - 2 - 1 + 2 ⇒ (8) + 9 + 1 + 1 - 2 - 1 + 2 = 18 damage: 1d8 + 3 + 1 + 1 + 2 + 2 ⇒ (7) + 3 + 1 + 1 + 2 + 2 = 16
bow, PB, IC, RS, DA, DF: 1d20 + 9 + 1 + 1 - 2 - 1 + 2 ⇒ (12) + 9 + 1 + 1 - 2 - 1 + 2 = 22 damage: 1d8 + 3 + 1 + 1 + 2 + 2 ⇒ (3) + 3 + 1 + 1 + 2 + 2 = 12
"I do not feel sorry for him. He had the chance to surrender."
GM Batpony |
Chamius did not fail by more than 10, so you're ok to hold on to your whip.
Melea and Chamius finds their weapons useless against the skill of the fighter, while Grippli aids the unconscious leopard.
Archer, however, once again proves his worth as with two swift and quick arrows, the fighter is knocked unconscious as well.
End combat. What now?
"Archer" |
Archer calmly walks over to be underneath the cage. "Grippli, I can lift you up. Can you carefully get the vase down?" He waits there for the grippli to come over so that they can get the thing down. While waiting, he will cast stabilize on their opponents, in case they still live.
"Check the bodies for anything of value. We may need it."
Arxus |
But in all seriousness, when Arxus' turn arrives:
"LEAVE THE KITTY ALONE!"
Adamantine Bastard Sword (Inspire Courage): 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Melea Shemroe |
Most of the time, Melea would stabilize her foes after a fight. This time, however, she does not, as Archer is doing so already and she has become rather apathetic about their lives. 'Even though many would feel the same about us when we hurt those who they love...' "Erastil, may your succor flow through all those you allow to be its conduit," she intones, crouching over Galilah's limp form and prodding it gently twice with her wand
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9