
DM Fflash |

Dirty Old Men Round 5
A bomb, a fireball, and 3 arrows fly forward from the party, sending the redcaps diving and scattering in multiple directions, including snapping the fascinated one out of his reverie. The leader catches the bomb in the shoulder unable to completely duck it, but shields himself from the fireball behind one of the other unlucky redcaps.
Only one of Andel's shots gets through the mix and it strikes the leader but fails to penetrate his skin. The shock from the bolt still elicits a grimace of pain.
Vuloo starts to cast a summon.
1 Reflex Save vs Bomb: 1d20 + 10 ⇒ (7) + 10 = 17; fail
2 Reflex Save vs Bomb: 1d20 + 10 ⇒ (11) + 10 = 21; success
3 Reflex Save vs Bomb: 1d20 + 10 ⇒ (20) + 10 = 30; success
4 Reflex Save vs Bomb: 1d20 + 10 ⇒ (10) + 10 = 20; success
5 Reflex Save vs Bomb: 1d20 + 10 ⇒ (18) + 10 = 28; success
6 Reflex Save vs Bomb: 1d20 + 10 ⇒ (8) + 10 = 18; fail
1 Reflex Save vs Fireball: 1d20 + 10 ⇒ (12) + 10 = 22; success
2 Reflex Save vs Fireball: 1d20 + 10 ⇒ (3) + 10 = 13; fail
3 Reflex Save vs Fireball: 1d20 + 10 ⇒ (9) + 10 = 19; fail
4 Reflex Save vs Fireball: 1d20 + 10 ⇒ (12) + 10 = 22; success
5 Reflex Save vs Fireball: 1d20 + 10 ⇒ (3) + 10 = 13; fail
6 Reflex Save vs Fireball: 1d20 + 10 ⇒ (12) + 10 = 22; success
Roy Reflex Save vs Fireball: 1d20 + 17 ⇒ (14) + 17 = 31; success (no damage - evasion)
Roy Reflex Save vs Catching fire: 1d20 + 17 ⇒ (5) + 17 = 22; success
The leader screams and kicks at the scattering redcaps, swinging his scythe over his head.
The redcap warriors immediately respond, the pikemen rushing out of view and the crossbowmen running forward to kick at Relan, one after another.
Gonna assume a successful trip on the first one here ... Ill retcon its action if not? Readied actions are helpful with the roll already included in the action for the future. I also assume the readied action trigger is "approach"
Relan trips and follows through with a stab on the first one (Roll both trip and AoO, please)
The next two run in with ineffectual boot stomps against the warrior ineffectually before they run out. The leader follows the rest after he sees the warrior unable to get them all, swinging his scythe and catching the human with a vicious cut before he departs. You note they are all healing their burns.
To hit vs Relan: 1d20 + 4 ⇒ (10) + 4 = 14; miss
To hit vs Relan: 1d20 + 4 ⇒ (18) + 4 = 22; miss
Roy to hit vs Relan: 1d20 + 18 ⇒ (9) + 18 = 27; HIT!; Damage: 2d4 + 14 ⇒ (4, 3) + 14 = 21
Back to the party. Enemy Health bars and ID numbers are BELOW the token ... due to their wonky size they are unusually separated

Gemel Valdemar |

@ FFLash: Did that 27 actually hit Relan after all the buffing we layed on? Didn't he come up with an AC 34 a page ago? Also, Symbol of Mirroring - Relan has a mirror image, for a 50% miss chance.

Braelex |

Don't see any health bars.
Catching fire from the bomb is automatic... no save. He can try to extinguish the fire with a full-round action and a successful Ref save.
Burning: 1d6 ⇒ 6
Braelex continues to carpet bomb the redcaps, making the leader her primary target.
Explosive Bomb: 1d20 + 18 ⇒ (3) + 18 = 21; Fire Damage: 5d6 + 6 ⇒ (6, 4, 1, 6, 4) + 6 = 27
Explosive Bomb: 1d20 + 13 ⇒ (5) + 13 = 18; Fire Damage: 5d6 + 6 ⇒ (1, 5, 5, 4, 3) + 6 = 24
Explosive Bomb (haste): 1d20 + 18 ⇒ (3) + 18 = 21; Fire Damage: 5d6 + 6 ⇒ (5, 1, 6, 1, 4) + 6 = 23
3x: Blast radius 10 feet... Fire damage 11, Ref DC 20 for half!

Relan* |

Roger that on posting attacks on readies from now on. A 27 does indeed miss Relan at the moment. He maintains his expertise.
AOO Trip: 1d20 + 30 ⇒ (16) + 30 = 46
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 - 3 + 4 ⇒ (20) + 28 + 2 - 3 + 4 = 512d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (3, 1) + 12 + 9 + 2 + 1 + (3, 5, 1) = 37
Confirm?: 1d20 + 28 + 2 - 3 + 4 ⇒ (3) + 28 + 2 - 3 + 4 = 344d4 + 24 + 18 + 4 + 2 + 6d6 ⇒ (3, 4, 1, 2) + 24 + 18 + 4 + 2 + (1, 4, 3, 6, 2, 2) = 76
Need to know if that red cap is still up. If he is down Relan will ready again.

Gemel Valdemar |

Gemel commands his elemental
100' foot move flying(perfect) should get him there and back without a problem...
Then he displays one of several Holy Symbols he is carrying (Cayden Cailen), and launches a burst of Magic Missiles into the redcap leader (?Roy?).
Magic Missile Damage: 5d4 + 5 ⇒ (1, 2, 3, 1, 4) + 5 = 16
I am not sure what action prominently displaying a holy symbol is? I am assuming a move in this case - I figure between BoF and Haste I can pull it off.
Talk (command elemental) - Free action
Present Holy symbol - move
Cast Magic Missile - standard

DM Fflash |

@ FFLash: Did that 27 actually hit Relan after all the buffing we layed on? Didn't he come up with an AC 34 a page ago? Also, Symbol of Mirroring - Relan has a mirror image, for a 50% miss chance.
Probably not then ... I just looked at his byline. Adjust as required.

DM Fflash |

Roger that on posting attacks on readies from now on. A 27 does indeed miss Relan at the moment. He maintains his expertise.
[dice=AOO Trip]1d20+30
[dice=+1 Fey Bane, Shocking Cold Iron Ranseur]1d20+28+2-3+4;2d4+12+9+2+1+3d6
[dice=Confirm?]1d20+28+2-3+4;4d4+24+18+4+2+6d6
Need to know if that red cap is still up. If he is down Relan will ready again.
That will kill it.

DM Fflash |

I am not sure what action prominently displaying a holy symbol is? I am assuming a move in this case - I figure between BoF and Haste I can pull it off.
Presenting the holy symbol is listed as a standard action to get the desired effect ... as is often the case for Pathfinder, that's a unique action buried in the monster description, so one wouldn't expect a PC to have that meta-knowledge ... sorry for not providing that along with the monster description earlier

Vuloo |

Vuloo will place the hound archon within melee range of the closest redcap.
Hound Archon greatsword attack: 1d20 + 9 ⇒ (4) + 9 = 13;
damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Hound Archon greatsword attack: 1d20 + 4 ⇒ (15) + 4 = 19;
damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Hound Archon bite: 1d20 + 9 ⇒ (15) + 9 = 24;
damage: 1d8 + 2 ⇒ (3) + 2 = 5

Andel Gessaran |

Andel moves to get line of sight and then again fires his shock bow at the red cap leader if he can see him, otherwise he fires at the nearest visible red cap.
Attack, Shock Shortbow: 1d20 + 8 + 6 ⇒ (13) + 8 + 6 = 27
Damage: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10

Gemel Valdemar |

Gemel Valdemar wrote:Presenting the holy symbol is listed as a standard action to get the desired effect ... as is often the case for Pathfinder, that's a unique action buried in the monster description, so one wouldn't expect a PC to have that meta-knowledge ... sorry for not providing that along with the monster description earlier
I am not sure what action prominently displaying a holy symbol is? I am assuming a move in this case - I figure between BoF and Haste I can pull it off.
Right, skip displaying the holy symbol, Gemel will just fish it out for next round.

Gemel Valdemar |

Andel moves to get line of sight and then again fires his shock bow at the red cap leader if he can see him, otherwise he fires at the nearest visible red cap.
...
I think you need to be 10' over, just beside Braelax to have LOS on any targets.

DM Fflash |

Dirty Old Men Round 6
Caught me sleeping
Braelex unloads a volley of bombs smashing the already burning leader, who screams in agony. Fire blows every where seriously harming most of the redcaps.
Reflex Save 1: 1d20 + 10 ⇒ (4) + 10 = 14; fail
Reflex Save 1: 1d20 + 10 ⇒ (8) + 10 = 18; fail
Reflex Save 1: 1d20 + 10 ⇒ (19) + 10 = 29; success: total 27
Reflex Save 2: 1d20 + 10 ⇒ (13) + 10 = 23; success
Reflex Save 2: 1d20 + 10 ⇒ (1) + 10 = 11; fail
Reflex Save 2: 1d20 + 10 ⇒ (19) + 10 = 29; success: total 21
Reflex Save 3: 1d20 + 10 ⇒ (6) + 10 = 16; fail
Reflex Save 3: 1d20 + 10 ⇒ (6) + 10 = 16; fail
Reflex Save 3: 1d20 + 10 ⇒ (10) + 10 = 20; success total 27
Reflex Save 4: 1d20 + 10 ⇒ (8) + 10 = 18; fail
Reflex Save 4: 1d20 + 10 ⇒ (9) + 10 = 19; fail
Reflex Save 4: 1d20 + 10 ⇒ (3) + 10 = 13; fail total 33
Reflex Save 5: 1d20 + 10 ⇒ (11) + 10 = 21; success
Reflex Save 5: 1d20 + 10 ⇒ (12) + 10 = 22; success
Reflex Save 5: 1d20 + 10 ⇒ (5) + 10 = 15; fail total 21
Relan holds position and sets for the leader. Andel strikes the closest red cap, again only causing some electrical damage.
The summoned archon engages the nearest redcap, which nimbly dodges both the celestial's sword blows only to get caught in a bite with a gulp, but then he giggles hysterically as the archon's teeth are unable to penetrate his skin.
Gemel pummels the leader with a volley of missiles sending the little man nearly to his knees. The leader turns and runs, screaming with his hands in the air, burning the whole time and stumbles down the stairs out of sight ... his boots echoing until no longer audible. (Roll burn damage for this round, please)
His men press the attack, fighting like cornered animals now that their leader is gone. Two of them rush Relan (probably both provoke?. One stands to catch his breath and heal.
The other two retaliate against the archon.
Scythe To hit: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26; HIT!; Damage: 2d4 + 16 ⇒ (4, 3) + 16 = 23; DR applies
Boot To hit: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14; miss
Scythe To hit: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24; HIT!; Damage: 2d4 + 16 ⇒ (1, 2) + 16 = 19; DR applies
Boot To hit: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19; miss
At party

Gemel Valdemar |

I could be wrong, but if both those guys provoked from Relan, I think they're down. At that point...
" I think we're mopping up for this fight. Relan, you and Braelax take out the trash; Andel and I will collect red hats to stop fast healing."
So, given I'm at 13 in the init anyways, I'm waiting on other folk's actions.

Relan* |

Right, they both should provoke and unless I roll bad both will be tripped before then actually reach Relan. Not sure how they are taking full attacks after moving. Can they do that? And both 24 and 26 are misses against Relan.
AOO 1 Trip: 1d20 + 30 ⇒ (11) + 30 = 41
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 - 3 + 4 ⇒ (5) + 28 + 2 - 3 + 4 = 361d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (4) + 12 + 9 + 2 + 1 + (3, 5, 2) = 38
AOO 2 Trip: 1d20 + 30 ⇒ (19) + 30 = 49
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 - 3 + 4 ⇒ (6) + 28 + 2 - 3 + 4 = 371d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (4) + 12 + 9 + 2 + 1 + (2, 1, 1) = 32

Gemel Valdemar |

Who's left?
Relan spiked the 2 next to him with AoO's. The one 20' south of him with the blood drop icon is apparently fast healing this turn - which suggests he's pretty damaged (like 0 hp and thus staggered)... spike him and Relan can go running down the to the 2 facing off with the hound archon...
So my suggestion is to crossbow blooddrop guy and move down the corridor through the mist.

Andel Gessaran |

Andel fires on the closest of the three remaining redcaps.
Attack, Shock Shortbow: 1d20 + 8 + 6d1d6 + 1 + 1d6 ⇒ (17) + 8 + (3, 1, 5, 2, 5, 5) + 1 + (1) = 48
Attack, Shock Shortbow: 1d20 + 8 + 6d1d6 + 1 + 1d6 ⇒ (9) + 8 + (6, 5, 6, 5, 5, 5) + 1 + (2) = 52
Attack, Shock Shortbow: 1d20 + 3 + 6d1d6 + 1 + 1d6 ⇒ (10) + 3 + (5, 4, 6, 6, 4, 3) + 1 + (3) = 45

Vuloo |

The hound archon moves to the nearest redcap and attacks.
Hound Archon greatsword attack: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10

DM Fflash |

Dirty Old Men Round 7
Braelex fires a bolt into the chest of the staggered little man, dropping him.
Relan ... moves?
The hound archon attacks and strikes a redcap fully, but the little man simply moves across the floor a bit and the blade doesn't harm him.
Andel hits once for minimal electrical damage. (I think I was able to figure that out of the attack roll above)
Gemel and his elemental grab up a few red caps from the fallen ones in the corridor. They remain unconscious but stable.
Relan's action and then I'll press

Relan* |

Relan double moves though the tunnel. He is tempted to stop and finish the regenerating fey a long the way but trusts his friends to handle that.

Gemel Valdemar |

Folks, I have circled the ones who are down in purple - they will stay down because Gemel is collecting hats. THE TWO CIRCLED IN PINK ARE UP - please put them down... preferably in a hurry, because we have the redcap leader Roy to chase down, preferably before fast healing undoes all our work.

DM Fflash |

Dirty Old Men Round 8
Relan and Braelex rush down the corridor, Relan bypassing the redcaps to the east, missing them as he focuses on the now disappeared leader.
Gemel and others pick up hats, essentially halting any chance of those fey healing quickly on their own, although a couple of them are stable.
The two redcaps continue to engage the archon.
Scythe: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12; miss
Boot: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7; miss
Scythe: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28; HIT!; Crit?: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16; no Damage: 2d4 + 13 ⇒ (1, 3) + 13 = 17
Boot: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5; miss
Back to party

Relan* |

With no other enemies in sight Relan moves to attack the fey in the room with him. He focuses on the southern one.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 - 3 + 4 ⇒ (16) + 28 + 2 - 3 + 4 = 472d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (3, 2) + 12 + 9 + 2 + 1 + (5, 2, 4) = 40
If that hits he gets trip attempt.
Trip: 1d20 + 30 ⇒ (19) + 30 = 49
If that trips both he and the archon get AOOs.
AOO +1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 + 2 - 3 + 4 ⇒ (13) + 28 + 2 - 3 + 4 = 442d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (4, 3) + 12 + 9 + 2 + 1 + (5, 1, 1) = 38

Andel Gessaran |

Andel fires on the red cap engaged with the archon.
Attack, Shock Shortbow: 1d20 + 8 + 6 - 4 ⇒ (8) + 8 + 6 - 4 = 18
damage: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10
Attack, Shock Shortbow: 1d20 + 8 + 6 - 4 ⇒ (6) + 8 + 6 - 4 = 16
damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
Attack, Shock Shortbow: 1d20 + 3 + 6 - 4 ⇒ (5) + 3 + 6 - 4 = 10
damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6

Vuloo |

The hound archon attacks.
Hound Archon greatsword attack: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8
Hound Archon bite attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 2 ⇒ (8) + 2 = 10

Gemel Valdemar |

Hound gets an AOO too Vuloo from Relan's Greater Trip Feat. And that enemy is prone.
This is true, but he had already been fireballed, and caught a bunch of splash from Braelax's bombs; after you're done with him, I figure he's around -50 or so...

Gemel Valdemar |

"Down the stairs gentlemen, let's keep the pressure on until we've cleared this building."
I think the best plan is to keep up the rush until the next chokepoint (which I think is the courtyard, although it depends how things are connected inside the buildings). If we are lucky we can catch the redcap leader before he fast heals all the damage... We loot afterwards.
That means down the stairs - Relan, Braelax, Hound archon, Gemel, Andel... With Vuloo airwalking down the outside to a arrow slot on the next level down.
What does everyone else think ?

Relan* |

[ooc]I am concerned about traps more than ambushes but if we have to cover open ground in the courtyard we will come under heavy fire I think.[/b] Relan, looking for threats heads down the stairs.

DM Fflash |

THe party heads down the stairs as Vuloo waits outside.
The gatehouse’s second floor consists in a single, huge room. In the north part of the room are a round table with some chairs and a fireplace. In the center of the room, 4 huge stone blocks are suspended over a 20 x 20 section, nearly dissecting the room in half. The blocks lead to a series of cables and pulleys connected to several levers. Near to the staircase in the south sits a human-sized cage made of wood. The apparently empty cage is held together by rope and nails, and can be closed with a padlocked chain hanging from the outside.

Gemel Valdemar |

As a reminder, Gemel has see invisibility up
"Well, I see no foes; they have fled. We either continue pursuit to the ground floor, or we go back upstairs and held Vuloo in. If we do pursue, let's be careful and walk around the suspended blocks, not under them, if anything in this rooms is rigged as a trap..."
Perception: 1d20 + 10 + 3 - 1 + 6 ⇒ (8) + 10 + 3 - 1 + 6 = 26
10 ranks +3 trained -1 wis +6 skill focus
I say keep pursuing... But Relan, please get out front of me; psychics are not meant to lead the charge.
Also, I put a couple of boxes on the map. The green one is where I think the suspended stone blocks are; I presume they are a method of blocking the gate. What is that inside the red box?

Gemel Valdemar |

"Nobody's here, lets go down again..." Gemel follows cautiously after Relan, (while maintaining our planned marching order for down the stairs) .
He uses Message to whisper to Vuloo "No opponents on the floor down, going to the first floor. Tell me what your plan is, are you going over the gatehouse, through the gate, going to try the arrowslits upstairs again?"
I assume we are going to proceed in pursuit of Roy, who's presumably gone down again...

Vuloo |

Vuloo responds back, "I can't fit through the arrow slits. Try to get to the nearest window or portal - I'll meet you there."

Relan* |

Relan peers down through the hole to see if he can see threats. Perhaps Voloo can look into the courtyard and warn us of what waits there for us? I wonder if we should drop these stones now. Will that totally block our way out? or can we at least disable the leavers so the enemy cannot drop them on us if we need to leave quickly. After some discussion he heads to the northern stairs and cautiously heads down.

DM Fflash |

Working your way around the blocks proves to be awkward and uncomfortable, but not dangerous, as the bizarre set up is actually fairly stable, but the levers will certainly release the blocks, and based on their weight, they will definitely go through the wooden floor to the entrance gate below.
Descending the wooden stores, you end in a relatively empty storeroom with a locked iron door that leads to the outside. Vuloo can see in through an arrow slit in the entrance area.
I turned off the grid since it's not aligned well and is getting messy, just note the squares are 10x10, so are comprised of 4 5x5 squares