Gwendolen |
Blayne, don't forget that Gwen cast Guidance and Vigor on Blayne. Not...not that it would matter much, but still. =)
Seeing Blayne become temporarily insane (surely just for tax purposes) Gwen applies the solution that she usually applies to problems. Murder!
She steps around Blayne frothing form and launches an attack at the evil doer.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 2d4 + 6 ⇒ (4, 3) + 6 = 13
Blayne Cooper |
Yeah - I checked to see if they would help but neither gave me enough of a Will save bonus to matter. Good news is that the cleric you just attacked must be 8th level to have the Aura of Madness capability, so I'm thinking I might get off easy by bashing my own brains out :-D
Mari Clock |
I am not sure why he has Aura of Madness, but he isn't listed as 8th level for your Tier 1-2 game. I do find it amusing this is now the 3rd time I have run this particular scenario and every single group mentioned his level 8ness.
Zinkyudo hits with one arrow and deals some damage to the man. Gwendolen, however, misses.
Sorted Initiatives
Nev
Gwendolen
Zinkyudo
Blue Mite
Red Mite
Grench 7 dmg
Blayne
Cassomir Sewers
Nev needs to go then Grench will have his next turn.
Zinkyudo |
That 1d6 channel negative sure doesn't suggest 8th level to me...
Will save, DC 14: 1d20 + 7 ⇒ (11) + 7 = 18 Take 1 point from negative channel
Zinkyudo shrugs off nearly all of the effect of the cleric's burst of evil energy. He steps forward to get a cleaner shot at Grench, then shoots two arrows at him, one after the other in rapid succession.
5-foot step, flurry.
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (20) + 5 = 25
Longbow damage: 1d8 + 4 ⇒ (1) + 4 = 5
Crit confirm, PBS: 1d20 + 5 ⇒ (11) + 5 = 16
Crit damage: 2d8 + 8 ⇒ (7, 6) + 8 = 21
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (8) + 5 = 13
Longbow damage: 1d8 + 4 ⇒ (4) + 4 = 8
Status: 14/15 hp
Blayne Cooper |
Will: 1d20 + 5 ⇒ (14) + 5 = 19 Take 1 point from Negative Energy
Blayne recovers from his momentary lapse of reason with a shake of his head and a a gasp, and wipes the blood from his face. Looking around he says a quick prayer of healing.
Channel Positive Energy using Selective Channeling to omit the bad guy from the healing effect.
channel: 1d6 ⇒ 2
All the good guys heal 2
Gwendolen |
Will save: 1d20 + 4 ⇒ (4) + 4 = 8
Take 3 from her, heal 2 from Blayne
Gwendolen shakes off the effect, finding her proximity to the foe to be too much and she takes the full effect.
She turns her head and spits out a mouthful of blood. "Good one. My turn."
to hit: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
Blayne Cooper |
Except the little bits... Right? There are supposed to be little bits.
Blayne will channel out some more healing for the group.
Channel: 1d6 ⇒ 3
Channel: 1d6 ⇒ 4
Everyone heals up 7 points.
Zinkyudo |
”Hmm, wonder where those stairs will take us?” Zinkyudo muses. ”Let’s finish exploring down here, then check them out.”
After a careful search of the room, he follows the rest of the group back into the tunnels, moving south.
Blayne – did we need two channels? I don’t think we took much damage, but I’m not sure.
Mari Clock |
Sorry for the delay. I have moved you along and opened up a bit of the map.
Zinkyudo can see that someone constructed a large dam made of wood scraps, ship beams, broken crates, and rocks. He can sort of see that a huge chalk drawing of a rat about to pounce is sketched on the floor near the dam.
Zinkyudo |
Zinkyudo quietly describes what he sees on the floor ahead, adding, "Better be ready for a bigger rat than we've seen so far. I'll go across the channel and see if I can sneak up for a closer look."
He uses the boards at the last intersection to cross to the south side of the putrid flow of water, then moves quietly along the walkway, an arrow nocked and ready. He pauses when he can see around the corner, ready to signal his companions to move forward.
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Nev Sharanti |
Nev says quietly, "No pardon's required, ma'am." Nev makes sure his gun is loaded and waits for the bird-man's signal. I hate rats. Always chittering and staring at you with those beady black eyes. But they're better when they're dead.
Mari Clock |
Gwendolen |
I'm sure Zink is just gonna feather him, so after that I...
Gwen places one glowing hand over her breastplate and mutters "Mach Krieg!" Then she stalks forward, seeing what the fighter does.
Casting War Blessing on myself. Current option: +1 AC
Zinkyudo |
I assume I get a surprise round action, since he's unaware of me, and then my first action under regular initiative. In that case:
Zinkyudo lets an arrow fly at the pacing fighter, then calls out, "There's more where that came from! Throw down your weapon or my friends and I will kill you where you stand!"
Longbow attack: 1d20 + 5 ⇒ (10) + 5 = 15
Longbow damage: 1d8 + 3 ⇒ (8) + 3 = 11
If he throws down his weapon, I'll let him surrender. If not:
Seeing the man ready to resist, Zinkyudo takes a step closer and looses two more arrows at him.
Flurry with Longbow: 1d20 + 4 ⇒ (15) + 4 = 19
Longbow damage: 1d8 + 3 ⇒ (7) + 3 = 10
Flurry with Longbow: 1d20 + 4 ⇒ (8) + 4 = 12
Longbow damage: 1d8 + 3 ⇒ (8) + 3 = 11
All these attacks should be vs. his flat-footed AC.
Blayne Cooper |
"Nice shooting. Let's go see what he was guarding." Blayne suits action to words and moves forward into the room keeping a close eye on the floor ahead of him in case there are any surprises left for visitors.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Zinkyudo |
The first shot killed him? I did say I was giving him a chance to drop his weapon. I don't want to revise the story a bunch, but I'm trying not to have Zinkyudo be too much of a murder-hobo.
Gwendolen |
Why? Hobos are worth XP too. =) Srsly, tho, he was in a bad-guy lair. Arrows are an occupational hazard.
Gwen follows Blayne up, keeping an eye on the grate. If nothing jumps out at them, she'll advance and search the corpse.
Zinkyudo |
Fair enough...
Zinkyudo moves up to the fallen guard, looking and listening at the sewer grate while Gwen searches the dead man.
Perception : 1d20 + 9 ⇒ (3) + 9 = 12
Nev Sharanti |
Nev scowls at not being able to get some shots. He jogs over to the group and nods in approval at the archer. He scans the room, hoping to notice anything.
Activating perception drone.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Mari Clock |
As none of you moved your tokens, and a few indicated going to search the body, I can only assume you all went to the body, and none of you saw...
There was a trap by the grate, which deals 2d4 ⇒ (4, 3) = 7 fire damage to each of you, [ooc]DC 11 Reflex save for half damage[/dice].
Zinkyudo |
I did say I was looking at the sewer grate rather than the body, but I expect the 12 on my Perception roll didn't help me much.
Reflex : 1d20 + 5 ⇒ (1) + 5 = 6
Zinkyudo stares at the sewer grate and is engulfed in a ball of fire. He turns and kicks the dead guard in frustration.
He then draws his healing wand and asks Blayne to apply it to him, offering it to any who need it. After it takes 3 taps to heal all his wounds, he mutters, "I really shouldn't have bought that wand on sale, it never works right. "
CLW : 1d8 + 1 ⇒ (1) + 1 = 2
CLW : 1d8 + 1 ⇒ (1) + 1 = 2
CLW : 1d8 + 1 ⇒ (5) + 1 = 6
Back to full hp.
Gwendolen |
Reflex save: 1d20 + 3 ⇒ (5) + 3 = 8
Gwen grunts in surprise as she is too slow to evade the flames.
She glows for a moment, and heals herself.
burning Prot for CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Now, time to see what it is about the grate that is so bloody important.
Blayne Cooper |
Reflex: 1d20 ⇒ 15
Blayne is delays a moment looking back the way the group came and thus misses the brunt of the blast of fire. He takes the wand from Zinkyudo and heals him without comment while looking at the grate.
Mari Clock |
Blayne: 1d20 + 3 ⇒ (14) + 3 = 17
Zinkyudo: 1d20 + 9 ⇒ (10) + 9 = 19
Gwendolen: 1d20 + 4 ⇒ (9) + 4 = 13
Nev: 1d20 + 6 ⇒ (17) + 6 = 23
Dire Rat 2 (Blue): 1d20 + 3 ⇒ (1) + 3 = 4
Dire Rat 1 (Red): 1d20 + 3 ⇒ (7) + 3 = 10
Nev: 1d20 + 8 ⇒ (3) + 8 = 11
Zinkyudo: 1d20 + 4 ⇒ (4) + 4 = 8
Gwendolen: 1d20 + 3 ⇒ (8) + 3 = 11
Blayne: 1d20 + 0 ⇒ (13) + 0 = 13
Sorted Initiatives
Blue Rat
Red Rat
Nev
Zinkyudo
Gwendolen
Blayne
Knowledge Local for information on the Cassomir Below. For simplicity, the rats will go first.
Dire Rad Red will attack Zinkyudo
[dice=bite]1d20 + 4; 1d6 + 4]/dice] plus
Dire Rat Blue will attack Nev
[dice=bite]1d20 + 4; 1d6 + 4]/dice] plus
Mari Clock |
Blayne: 1d20 + 3 ⇒ (14) + 3 = 17
Zinkyudo: 1d20 + 9 ⇒ (3) + 9 = 12
Gwendolen: 1d20 + 4 ⇒ (9) + 4 = 13
Nev: 1d20 + 6 ⇒ (4) + 6 = 10
Dire Rat 2 (Blue): 1d20 + 3 ⇒ (17) + 3 = 20
Dire Rat 1 (Red): 1d20 + 3 ⇒ (3) + 3 = 6
Nev: 1d20 + 8 ⇒ (6) + 8 = 14
Zinkyudo: 1d20 + 4 ⇒ (15) + 4 = 19
Gwendolen: 1d20 + 3 ⇒ (3) + 3 = 6
Blayne: 1d20 + 0 ⇒ (11) + 0 = 11
Sorted Initiatives
Blue Rat
Red Rat
Nev
Zinkyudo
Gwendolen
Blayne
Knowledge Local for information on the Cassomir Below. For simplicity, the rats will go first.
Dire Rad Red will attack Zinkyudo
bite: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 4 ⇒ (5) + 4 = 9 plus
Dire Rat Blue will attack Nev
bite: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 4 ⇒ (2) + 4 = 6 plus
Zinkyudo |
I assume we opened the grate and came down the ladder on the map? Not really sure what's happening here.
As the dire rat appears and bites at Zinkyudo, he takes a quick step back and unleashes a flurry of arrows at the nearest one.
5-foot step, flurry at red rat.
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (20) + 5 = 25
Longbow damage: 1d8 + 4 ⇒ (4) + 4 = 8
Flurry with Longbow, PBS: 1d20 + 5 ⇒ (5) + 5 = 10
Longbow damage: 1d8 + 4 ⇒ (5) + 4 = 9
Crit confirm, PBS: 1d20 + 5 ⇒ (12) + 5 = 17
Crit damage: 2d8 + 8 ⇒ (5, 8) + 8 = 21
Gwendolen |
Gwendolen takes breath and peers about her, seeing if she heard any scraps of lore about their current surroundings.
Know. Local: 1d20 + 1 ⇒ (8) + 1 = 9
Unable to glean anything on her own, she says, "Do either of you know anything about where we are? And I'm still curious as to where those stairs led. What would you say to checking those out before we wade in to the quagmire before us?"
Zinkyudo |
"We're going to have to go back up when we leave, I say we check it out then," Zinkyudo responds. "I might not want to come back down at all if we go back up that way."
He advances a little way into the room, stopping at the first door and giving it a look and listen. If it seems safe enough, he opens it.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Mari Clock |
Oh, it just lead to a large hidden closet in a storage warehouse above and the closet has rope and block and tackle for lowering the crates and barrels.
Zinkyudo goes to a building that has boarded-up windows, with a sign hung in front announcing “Butcher Shop”. It is abandoned.
Gwendolen |
Okay, thanks! That solves that mystery!
"Alright, if we're to find that which we seek we should do this good'n'proper. Zinky, if you would open the door, I'll stand in front of it to welcome any surprises. Let's just do this one at a time, starting with the door next to your butcher shop.
Nev, Blayne, keep a sharp eye in case we are attacked."
Gwen moves up to the next door, readies her ranseur and nods at Zinky that she is ready.
Zinkyudo |
Continuing to move down the row of buildings, Zinkyudo waves the group on. Once they're all assembled by the door of the large building, he gives the door a quick survey and listen.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Reasonably confident there's nothing there, he opens the door.
DM - are nearly all of these buildings abandoned? If so, maybe we can hand-wave the search a little. You could mark all of the abandoned ones - or just most of them, so there's a little mystery to it - and we can proceed to search what's left. If that's not the case, never mind.
Mari Clock |
After you inspect the larger building that appears to also be abandoned with the sign that says "Blacksmith" you notice the next rows of buildings look clean.
When you look inside one of the windows rooms that have cages in them you notice there are living people inside, several people inside each cage. They appear dressed in dirty clothes, but you can tell they aren't rags, just that they are not in a clean condition due to the fact there are about 3-5 people per tiny 5 x 5 cage.
Blayne: 1d20 + 3 ⇒ (3) + 3 = 6
Zinkyudo: 1d20 + 9 ⇒ (12) + 9 = 21
Gwendolen: 1d20 + 4 ⇒ (12) + 4 = 16
Nev: 1d20 + 6 ⇒ (17) + 6 = 23
Nev and Zinkyudo hear some conversation up a bit away, but are not able to understand the language.
Zinkyudo |
"Well, that's weird," Zinkyudo comments quietly. "I'm guessing those people would rather not be in those cages. Shall we bust 'em out, Nev? That seems like your kind of game."
He has his fellow Pathfinders join him at the first building with cages in it (moved us on map), and takes a look at the door for any surprises. He then tries to open it.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Mari Clock |
Now that he's in range, Zinkyudo happens to see (thanks to his darkvision) that there are three mites stacking boxes, but they are talking to each other in some other language.
Gwendolyn's languages aren't on her sheet so I'm not sure if she can understand them or not, but no one else can.
Blayne: 1d20 + 0 ⇒ (11) + 0 = 11
Zinkyudo: 1d20 + 4 ⇒ (17) + 4 = 21
Gwendolen: 1d20 + 3 ⇒ (18) + 3 = 21
Nev: 1d20 + 8 ⇒ (2) + 8 = 10
Mite Slave 1 (Red): 1d20 + 1 ⇒ (19) + 1 = 20
Mite Slave 2 (Blue): 1d20 + 1 ⇒ (16) + 1 = 17
Mite Slave 3 (Yellow): 1d20 + 1 ⇒ (10) + 1 = 11
Sorted Initiatives
Zinkyudo
Gwendolen
Mite Slave Yellow
Mite Slave Red
Mite Slave Blue
Blayne
Nev
At present, they do not know you are there because they are distracted by their work. Gwendolen and Zinkyudo may begin.
Zinkyudo |
”More of those weird mite things,” Zinkyudo mutters. ”We’d better get rid of ‘em, nasty things.”
He takes a step forward and looses an arrow at the nearest mite. Sadly, his shot strikes one of the buildings nearby.
Longbow attack: 1d20 + 5 ⇒ (1) + 5 = 6
Longbow damage: 1d8 + 3 ⇒ (1) + 3 = 4
Assuming it’s a surprise round, so everyone gets a move or a standard. Once everyone’s taken their surprise round actions, Gwen and I can start regular initiative.
Gwendolen |
As Zinky fires in a wave of withering fire, Gwen steps in to the doorway and readies an attack. "Lay on, good Zinky! Let thy cloth-yard shafts smite the foe and tempt them onto the soft and tender points of my polearm!"
5' step to the door. Readied Action: Attack on approach.