Eglantine Bandawax |
Snagging one of the cloaks of resistance, two alch fires, and 2 thunderstones. Feel free to take the wand of MM, Nym.
Eglantine laughs at Enora's comment. "Quite alright!" she pipes up in a higher-pitched than normal voice. "I'm extra-sneaky when I'm this small. Should we move on before this Tavrosiel shows up? Try and get the drop on him?"
I'll spend another arcane pool point right now to get shocking grasp back, just so I'm not doing it in combat. That's 3/5 AP spent.
If we can move forward while my Reduce Person is still up, shiny; unlike the invisibilities it's not broken, but 4 minutes isn't all that long a duration and we did looting and healing. Either way.
Chris Marsh |
You guys are welcome to, into the trap door? I'll post shortly.
-Posted with Wayfinder
Nym Nightshade |
"Aye," says Nym, his eyes swimming deliciously over the spellbooks, "Let us finish this."
He follows the others to the trapdoor, waiting in the rear for someone to open.
Karasuma Tazou |
Karasuma will take the other potion of Cure Moderate Wounds if there's no objection, along with one of the cloaks of resistance (+1), and two thunderstones. He'll also offer to carry any of the extra stuff that the party might want later (aside from the crossbows and spellbooks) in his haversack.
Perception(+2 for Trapfinding): 1d20 + 11 ⇒ (5) + 11 = 16
Stealth: 1d20 + 13 ⇒ (4) + 13 = 17
Ready to go down the hatch barring a trap on it...
Dungeon Master S |
The trap door seems safe enough, so down the party goes.
Clearly, this is what you've been looking for. After a spiral staircase you find yourself in some kind of underground base. An open archway leads south, while a second archway leading west is obstructed by rubble and mud.
Dungeon Master S |
The room to the south seems unoocupied. It looks like it was used as a storage room. Water drips slowly from a leak in the roof in the northwest corner, forming a muddy puddle on the floor. Human and animal tracks cover the floor.
they belong to badgers and weasels of varying sizes.
Reesa |
Untrained survival 1d20 + 1 ⇒ (14) + 1 = 15
Reesa tried to make out the tracks. She almost had it, but in the end, she was t sure what she saw.
Enora. Level 4 Enora. |
Survival: 1d20 - 1 ⇒ (6) - 1 = 5
"Jackpot. Look at us- we're all spylike. Like those books I read about that Half-Elf. Saving the world, finding a new love, messing with all sorts of tools and gadgets. And check out his rides. Oh, I'll shut up now, we're on a mission."
Karasuma Tazou |
Survival(Untrained): 1d20 + 2 ⇒ (19) + 2 = 21
The tengu takes a look at the tracks.
"Badgers and weasels. Probably animal companions, if I'd have a guess. Stay sharp."
Nym Nightshade |
"Badgers and weasels?" says Nym intrigued. "Could be shape-shifters or something?" he tightens his grip on the new wand of force missiles and keeps his eyes open for signs of foes.
Dungeon Master S |
Nym's words echo through what sounds like an empty area. Indeed, the next room looks like an empty barracks, and no one is home.
I've updated the map with updated placements. There's a hallway to the left that you can see opens to a room. Since Pathfinders are a paranoid lot (with good reason) check in with a Perception check, and I'll advance from there.
Karasuma Tazou |
Perception (Take 10, if allowed, +2 if Trapfinding): 10 + 11 = 21
Perception (Take 20, if allowed): 20 + 11 = 31
Otherwise
Perception(+2 if Trapfinding): 1d20 + 11 ⇒ (17) + 11 = 28
The tengu is being determinedly sneaky.
Stealth(Take 10): 10 + 13 = 23
Dungeon Master S |
3d20 ⇒ (19, 4, 7) = 30
You here the sounds of animals ahead, though it's faint, as if they're try not to be noticed...
Enora. Level 4 Enora. |
Prescience: 1d20 ⇒ 17
Ooh, I'll take that
Perception: 17 + 1 = 18
Enora keeps her staff of minor arcana ready as she walks into one of the storerooms.
Stealth: 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8 She drops the blunt end of the staff against the floor and looks embarrassed when it echoes.
Dungeon Master S |
Thankfully nothing happens when Enora makes a ton of noise.
Karasuma Tazou |
Karasuma blinks as he tries to hear something faint... and then Enora makes a bunch of noise, then listens once again, holding up his hand and making a pointing motion in the direction of where he heard the sounds.
He gives the party a glance-over then attempts to get closer to the source of the faint sounds he's making out without making too much noise...
Perception (Take 10, if allowed, +2 if Trapfinding): 10 + 11 = 21
Otherwise
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Kara attempts to stealth up because the paranoia IS kicking in full-force at the moment. Nobody in the party is really what could be considered 'beefy'...
Stealth(Take 10): 10 + 13 = 23
OR
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
Dungeon Master S |
You can take 10 right now, but not 20.
The room beyond has a LOT of caged weasels. At the moment they seem calm, and the scratching likely came from them. The cages are all in a row.
Karasuma Tazou |
The tengu will come back and make a head tilting motion towards the room. "Bunch of weasels in there, locked in cages all lined up neatly. Anybody good with animals?"
Nym Nightshade |
Nym shakes his head vigorously, remembering a run in with some wolves a while back. "If they are in cages, let's leave them there," he opines from the rear.
Dungeon Master S |
Feel free to move up and place pogs, make rolls etc.
Enora. Level 4 Enora. |
"Weasels are cute little critters, but I don't know the first thing about handlin' them. Let's move on."
Perception: 1d20 + 1 ⇒ (8) + 1 = 9
Stealth, Size: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Karasuma Tazou |
Big orange spot, cannot advance. Heading to work, assume Kara moves up, takes 10/20 etc
Reesa |
"Could someone make sure this isnt a trap and a million weasels will suddenly be freed and attack us? Those little things can be tough. They're biters!"
Dungeon Master S |
I'll be AFK for between 4-24 hours. I've opened the map, check in with a Perception check. When I get back, I'll handle the results, advance the plot, give a description of this room, etc.
Eglantine Bandawax |
Pardon my slowdown, busy few days
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Eglantine wrinkles her nose at the weasels, who, given her current tiny size, are nothing to sneeze at. Besides, they don't smell good. She wanders over behind Kara, trying to move quietly.
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Karasuma Tazou |
The tengu will enter the area and keep his senses keen while examining...
Perception(Take 10 if possible), +2 for Trapfinding: 10 + 11 = 21
OR
Perception, +2 for Trapfinding: 1d20 + 11 ⇒ (13) + 11 = 24
Nym Nightshade |
Nym looks around with all the others, still searching for the Razmiri pirates or their leader.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Dungeon Master S |
2d20 ⇒ (6, 20) = 26
Baddies: 1d20 + 2 ⇒ (16) + 2 = 18
Novid: 1d20 + 4 ⇒ (12) + 4 = 16
Enora: 1d20 + 2 ⇒ (11) + 2 = 13
Eglantine: 1d20 + 7 ⇒ (3) + 7 = 10
Reesa: 1d20 + 2 ⇒ (17) + 2 = 19
Nym: 1d20 + 2 ⇒ (16) + 2 = 18
Kara: 1d20 + 6 ⇒ (13) + 6 = 19
Baddies: 1d20 + 2 ⇒ (10) + 2 = 12
Nym: 1d20 + 2 ⇒ (13) + 2 = 15
As the party searches the room and keeps an eye out, it explodes into action. People on BOTH sides are surprised by the flurry of activity. A badger digs itself up from a hiding spot in the ground and the weasels erupt from their cages! The enemy doesn't seem to see Kara, but they go after the others!
Surprise Round:
Kara: Go
Reesa: Go
Nym: Go
Baddies: TBD
Round 1:
Kara: TBD
Reesa: TBD
Nym: TBD
Baddies: TBD
Novid: TBD
Enora: TBD
Eglantine: TBD
The normal weasels are a hazard, not a swarm, even though it's going to seem otherwise, hence there is no pog for them on the map.
Dungeon Master S |
The woman who jumps out is unarmed, but seems bestial in her comportment. Her hands even end in claws! (accurate picture on map.)
"I will kill you Pathfinders! My master will see my worth! For ZURNZAL!"
Nym Nightshade |
Surprise Round
EDITED using Knowledge check posted below
Seeing the badger erupt from the ground, and the bestial woman appear, Nym moves towards the relative safety of the hallway from which they just entered, to give him some room to cast safely.
"She is some form of...skinwalker? What have we stumbled into! shouts the elf as he scrambles for the hallway.
Round 1
With the baddies finally in sight, Nym begins a conjuring spell, hoping to bring forth more allies against these foes.
Full Round cast for Round 1. May re-do that action depending on what happens in Surprise Round.
Know Local DC 11: 1d20 + 8 ⇒ (8) + 8 = 16
Dungeon Master S |
She's a skinwalker, a mostly human race that can bring forth some bestial features, improving their physicality.
Nym's reflexes are super fast and he takes a more defensible position.
Surprise Round:
Kara: Go
Reesa: Go
Nym: Move
Baddies: TBD
Round 1:
Kara: TBD
Reesa: TBD
Nym: Summoning spell
Baddies: TBD
Novid: TBD
Enora: TBD
Eglantine: TBD
Reesa |
Reesa casts Snowball and flings it at the woman.
RTA Snowball 1d20 + 3 ⇒ (13) + 3 = 16
Damage 3d6 ⇒ (5, 1, 3) = 9
Dc 15 Fort save or be staggered for one round, if attack is successful.
Dungeon Master S |
Reesa gets the drop on the woman. Snow forms in her hand and she slams the woman in the face with a magic snowball FORT: 1d20 + 7 ⇒ (14) + 7 = 21. It hurts, but the woman just glares daggers at the sorceress.
Surprise Round:
Kara: Go
Reesa: Snowball
Nym: Move
Baddies: TBD
Round 1:
Kara: TBD
Reesa: TBD
Nym: Summoning spell
Baddies: TBD
Novid: TBD
Enora: TBD
Eglantine: TBD
Cetanna: 9
Honey Badger: 0
Karasuma Tazou |
Surprise Round
"Get to her, watch the badger!" Kara's really hoping that the party can handle the badger, he's probably the closest thing to a 'tank' the party has and that's kind of laughable as a prospect, with all the casters...
Move Action: Close distance to clawed human, drawing curve blade.
Provided he's still standing at the end of the Surprise
Round One
Kara swings the blade around menacingly to protect himself better.
Fighting Defensively, AC 23/T 18
MW Cold Iron Elven Curve Blade on Psycho Claw Girl: 1d20 + 8 ⇒ (6) + 8 = 141d10 + 6 ⇒ (3) + 6 = 9
*IF* Sneak Attack applies (they haven't acted in the normal round before Kara's normal round): 2d6 ⇒ (6, 5) = 11 2 Bleed and -4 to hit Kara and -2 to hit anyone else
Dungeon Master S |
Kara works on a plan as he dashes to fight the woman, but can't get through her skin (and the tengu realizes it's as hard as an oak tree.) She lashes back going low for the tengu's feet: Improved Trip: 1d20 + 13 ⇒ (13) + 13 = 26. the honey badger just don't care (he's crazy) and it tries to bite Eglantine Bite: 1d20 + 10 ⇒ (6) + 10 = 16 but misses!
Round 1:
Kara: Go
Reesa: Go
Nym: Summoning spell
Baddies: TBD
Novid: TBD
Enora: TBD
Eglantine: TBD
Cetanna: 9
Honey Badger: 0
Reesa |
The sorcerer calls forth a blast of her heavenly fire, and a ray streaks out toward the strange woman.
RTA w/ PBS and Precise Shot 1d20 + 4 ⇒ (8) + 4 = 12
Damage 1d4 + 1 ⇒ (2) + 1 = 3
*Bloodline Powers: Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (7 times a day).
Dungeon Master S |
Reesa's ray misses the woman, slamming into the wall harmlessly.
Two of the cages are shaking, and you guys can see a LARGE pair of weasels inside. They look like they're about to bust out and join the fracas. Added to the map.
Round 1:
Kara: Go
Reesa: Miss
Nym: Summoning spell
Baddies: TBD
Novid: TBD
Enora: TBD
Eglantine: TBD
Cetanna: 9
Honey Badger: 0
Weasel Red:
Weasel Blue: 0
Karasuma Tazou |
Well, crap. Nice knowing folks. Good luck.
Karasuma doesn't have a choice. If he stays down, he's going to get eviscerated. He HAS to get up, and risk the attack, and there's no way in hell he's going to be able to stand against Lady Trippin'.
Move Action: Provokes AoO.
If he doesn't die from standing up, he will attempt to fight defensively once more, even though he has less than a snowball's chance in Osirion of actually pulling it off.
Kara swings the blade around menacingly again to protect himself better.
Fighting Defensively, AC 23/T 18/CMD 22
MW Cold Iron Elven Curve Blade on Trippin' Psycho Claw Girl (Defensive) if still alive or able to stand after AoO: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 61d10 + 6 ⇒ (6) + 6 = 12
Dungeon Master S |
The woman snarls as she tries to pummel the tengu:
AoO: 1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26 and nails him for DMG: 1d8 + 5 ⇒ (5) + 5 = 10.
Sadly the tengu's attack is easily defended. "You cannot compare to the training I have received!"
The badger continues to thrash and gnaw at Eglantine: Bite: 1d20 + 10 ⇒ (12) + 10 = 22
Left Claw: 1d20 + 10 ⇒ (7) + 10 = 17
Right Claw: 1d20 + 10 ⇒ (1) + 10 = 11
But still can't make progress on turning her into a meal.
The bestial woman continues to fight Kara. Shockingly fangs emerge from her boots as she tries to kick the tengu.
1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 5 ⇒ (16) + 5 = 21
Thankfully the defensive posture helps out and her attacks are foiled.
Finally the weasels escape and go crazy. Both going after the same target as the woman. (it's a double move for them to get out of the cage and draws from Enora, Reesa, Novid. Let me know which one you take the attack on (or both if you have Combat Reflexes.)
Round 1:
Kara: Miss
Reesa: Miss
Nym: Summoning spell
Baddies: ATK
Novid: Go
Enora: Go
Eglantine: Go
Cetanna: 9
Honey Badger: 0
Weasel Red:
Weasel Blue: 0
Novid Sin Eater |
Since I was flat footed I don't get to attack.
Cast defensivly DC17: 1d20 + 8 ⇒ (1) + 8 = 9
GM reroll+2: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Novid casts wrath on the woman then judges her wanting and walks over to her.
Judgment of protection my AC is now 20. Drawing AoO's from weasels if they are so inclined. Also I have sword out since the last fight.
Dungeon Master S |
Thanks for the catch, I forgot this is round 1 after a surprise, not 2.
Novid focuses his ire on the woman. The weasels continue to harass a badly outmatched Kara.
Round 1:
Kara: Miss
Reesa: Miss
Nym: Summoning spell
Baddies: ATK
Novid: Wrath
Enora: Go
Eglantine: Go
Cetanna: 9
Honey Badger: 0
Weasel Red:
Weasel Blue: 0
Enora. Level 4 Enora. |
Enora is startled as violence (and two wild weasels) scurry around her.
"Whoa! Reminds me of when a boar ran loose at the county fair. The whole family had to hogtie 'em!"
A stream of colors break forth from Enora's fingertips, covering the weasels and only the weasels. "Of course, the family didn't have this little trick..."
Casting Color Spray. Will DC 17. Spending one point of Arcane Resevoir. I'm pretty sure I can aim it so that won't hit Reesa.
Prescience: 1d20 ⇒ 8
Acrobatics vs CMD: 1d20 + 2 ⇒ (14) + 2 = 16
Enora will tumble past the Red Weasel, if it's still awake.
Dungeon Master S |
Red Weasel: 1d20 + 2 ⇒ (1) + 2 = 3
Blue Weasel: 1d20 + 2 ⇒ (11) + 2 = 13
The colors flash over both weasels. When the spell dissolves the weasels are still conscious though! They are clearly stunned for a bit, but they're not out of the fight yet.
Round 1:
Kara: Miss
Reesa: Miss
Nym: Summoning spell
Baddies: ATK
Novid: Wrath
Enora: Color Spray
Eglantine: Go
Cetanna: 9
Honey Badger: 0
Weasel Red: 0 (Stunned for Round 2)
Weasel Blue: 0 (Stunned for Round 2)