GM Chyro |
He doesn't have it trained, so he won't be using it.
GM Chyro |
Brallenera stays in the gondola, awaiting the arrival of the lock picker.
====================
Bats, round 10
Carr bleeds to 15
Ting bleeds to 12
Fort rolls pending from the men.
Joseph
-------------
Blue swarm
Green swarm (-7)
-------------
Bleeds to 37
Carr |
Fort: 1d20 + 2 ⇒ (4) + 2 = 6
Carr continues being positively useless and drags rope!
"Remind me.. to get a swarmbane clasp when we get out of this."
GM Chyro |
The second Gondola reaches shore, and Carr and Ting can exit afterwards.
Joseph bleeds to 9, and preps an action to use his healing wand on the 1st one to come close after disembarking.
-----------
Blue swarms Brallenera
Swarming: 1d6 ⇒ 6
They're vicious now, and Brallenera gets to make a fort roll.
Green swarm (-7)
Swarming: 1d6 ⇒ 5
A-yup, fort rolls again.
------------
Brallenera, bleeds to 33
Brallenera Thalkham |
Brallenera gets out of the boat, now really annoyed by the bats, killing a few ones for good measure, even if she knows it won't have any effect
Fort save: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Would it help the second gondola if I pull the rope? Str check to help if needed: 1d20 + 3 ⇒ (11) + 3 = 14
GM Chyro |
The gondolas had their ropes on the other side. No need for them though.
Brallenera disembarks, and had refused Joseph's initial healing, who acts according to her request, healing himself.
Clw: 1d8 + 1 ⇒ (6) + 1 = 7
======================
Bats, round 11
Carr, bleeds to 9
Ting, bleeds to 6
Joseph
-----------------
Blue swarm
Green swarm (-7)
-----------------
Brallenera, bleeds to 32
Carr |
Fort: 1d20 + 2 ⇒ (3) + 2 = 5
Carr tries desperately to get out of the way of the bats, as he's not able to stomach the pain and biting.
Ting Tang |
fort: 1d20 + 6 ⇒ (15) + 6 = 21
"Squawk" Some healin' moight 'elp, I feel loikes I's is bleedin' out." Ting climbs out of the boat and steps to the door drawing his picks as he prepares to open the door.
Simple Device: Disabling a simple device takes 1 round and is a full-round action.
Complex/Intricate Device: An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.
here's to hoping it's a simple device! Can ting take 10 or since he is being attack by the bats does he need to roll?
GM Chyro |
He'll need to roll, being on combat. Unless one has a feature that says otherwise.
GM Chyro |
Ting has his picks ready by the time he reaches the door.
Carr remains in his gondola, it seems?
Joseph grabs the wand and taps Ting with it.
Clw: 1d8 + 1 ⇒ (4) + 1 = 5
Joseph has his own wand too, Carr might want to hold it later?
You're about to enter the final room..final rooms usually hold boss fights. >_>
----------------------
Blue swarms Brallenera, Joseph & Ting.
Swarming: 1d6 ⇒ 6
It's vicious enough for another fort roll for Brallenera.
Fort Joseph: 1d20 + 3 ⇒ (16) + 3 = 19
"Ow, ow, ow. Filthy vermins!"
Green continues harassing Carr.
Swarming: 1d6 ⇒ 1
-----------------------
Brallenera, bleeds to 28
GM Chyro |
Crud, I was hoping the bats were the boss fight and the room was their very valuable teddy-bear collection with steps back to the sewer!
This is/was the optional encounter i asked about, for your interest of doing or not.
Since those are usually incorporated in PBP, i asked, since this particular one can turn nasty, considering such a large distance.Brallenera stays aside, to give Ting space to work his lock picking magic.
=======================
Bats, round 12
Carr, bleeds to 7
Ting, bleeds to 4
Joseph, bleeds to 9
--------------
Blue swarm
Green swarm (-7)
--------------
Brallenera, bleeds to 27
GM Chyro |
Ting hears something click, a positive confirmation of his skills having done their job.
Carr |
Carr had gotten out of the boat, trying to flee the bats.
Fort: 1d20 + 2 ⇒ (15) + 2 = 17
Once again Carr overcomes his nausea just in the nick of time to heal himself.
Heal: 1d8 + 4 ⇒ (3) + 4 = 7
Feeling invigorated, he rushes towards the door... though rushes is an operative term for "hobbles rather slowly".
GM Chyro |
The team finds themselves on the other shore, -finally-, yet still beset upon by evil bats.
Joseph pokes Ting with the borrowed wand, as Carr heals himself to endure a little longer.
1d8 + 1 ⇒ (2) + 1 = 3
J/J: "What do we do, wait until we can all run in and close it behind us? We can't have them follow us in."
--------------
The blue swarm is hungry, and bites the pathfinders.
Swarming: 1d6 ⇒ 2
It doesn't hurt Brallenera, but the others are getting nailed again.
Fort Joseph: 1d20 + 3 ⇒ (20) + 3 = 23
Joseph swats the bats aside.
"If had a wand of burning stuff with me...ugh!"
Hopefully last, or forelast, fort rolls.
---------------
Brallenera
GM Chyro |
Brallenera is the team's tactician thus far, stoicly giving opinions. :)
========================
Bats, round 13
Carr, bleeds to 11
Ting, bleeds to 4
Joseph, bleeds to 6
-------------
Blue swarm
Green swarm (-7)
-------------
Brallenera, bleeds to 27
GM Chyro |
Fort roll vs distraction? :)
If you pass you can both open the door and enter.
Carr |
Fort: 1d20 + 2 ⇒ (8) + 2 = 10
Carr is distracted because he can't stand the flapping and the biting. Also, all that poop! He high-tails it into the room, hoping to do some serious healing after.
GM Chyro |
After Carr, Joseph hurries into the room, and closes the door.
"Just to prevent from them coming in. Open the door at your own Leisure, Brallenera."
---------------
Blue swarm
Swarming: 1d6 ⇒ 2
They don't get past Brallenera's defenses, who takes 1 bleed to 27, and can make her exit and entrance.
Will update later.
GM Chyro |
On with the next part, which will trigger as you've entered the room.
Brallenera opens the door, 5ft steps inwards, and pulls it closed.
*Thump!*
==================
Though naturally formed, the walls and floors of this room are secured and reinforced with additional construction. It appears as though these newer structures were recently partially torn down.
At the chamber’s heart lies a crude and massive machine-like device. It consists of a large stone and iron tank fitted on a crossbar to a disk plated with reflective metals.
Strings and cables, threaded through the device in intricate cat’s cradles, secure delicate and precisely oriented refractive devices.
In the center, you see a man, fitting the description of the missing Venture-Captain, hanging suspended by ropes. His flesh flayed, he seems to be in agonizing pain.
Not a moment afterwards, everything turns pitch black.
Deeper darkness, darkvision is ineffective here.
You have 1 round of actions before combat here starts.
From somewhere, a voice speaks;
"The fool is mine. He owes me, and he'll pay with his life."
Brallenera Thalkham |
Awww, not again. Who are you? Why do you keep some pet bats in your cave? Who is the fool? Someone who made a joke at you? What does he have to pay? Did he killed your parents? This is highly suspicious..
Brallenera tries to buy time so the other can heal themselves
Bluff: 1d20 - 1 ⇒ (18) - 1 = 17
Carr |
Carr heals himself! Yes it's rather a cowardly thing to do, but honestly he's not going to be able to heal anyone else if he's downed himself.
Heals: 2d8 + 4 ⇒ (8, 8) + 4 = 20
YES. So healed. Much wow. I am running lower on spells now, though. I need to grab some scrolls of CMW or something.
He also pulls out his own wand of healing so he can take care of bird-brain. "Friend Ting, to me. I will heal your wounds... as soon as I can see you."
GM Chyro |
Yes, no problem.
Joseph's not amused.
"Aw great...another loon out to get us."
-------------
A cry of agony comes from where the man hangs, just a few inches off ground level.
"It hurts....so much...can't hold out....much longer"
The venture-captain is hurt, and currently has 8 HP.
Every round, he will lose 1 HP.
Joseph taps himself.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
==================
Brallenera: 1d20 + 1 ⇒ (12) + 1 = 13
Carr: 1d20 + 1 ⇒ (3) + 1 = 4
Joseph: 1d20 + 3 ⇒ (2) + 3 = 5
Ting Tang: 1d20 + 4 ⇒ (2) + 4 = 6
Zoathrias: 1d20 + 4 ⇒ (20) + 4 = 24
Zothrias, round 1
A whisper comes..."All intruders must die."
Zothrias scales the machinery, going for 1 Brallenera 2 Ting: 1d2 ⇒ 1 He makes a lunge attack.
Shortsword vs FF: 1d20 + 10 ⇒ (19) + 10 = 29Dmg, SA + poison: 1d6 + 2 + 4d6 ⇒ (5) + 2 + (4, 1, 5, 1) = 18
Crit?: 1d20 + 10 ⇒ (16) + 10 = 26Extra: 1d6 + 2 ⇒ (1) + 2 = 3
The villainous darkstalker deals a particularly nasty one against the brave barbarian.
-----------------
Everyone is fighting as if blinded, with all the penalties that come with it.
As he has just walked, a DC 20 perception gives you an idea of where he stopped moving.
Brallenera
Carr, Joseph & Ting
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.
Brallenera, can i get a fort roll please.
Poison: frequency 1/ round for 6 rounds; effect 1d2 Str; cure 1 save
Brallenera Thalkham |
Fort Save: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
The poison had no chance in hell to affect the dwarfess.
But the wound was deep, and she couldn't see her foe.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Awww...Gimme some light so I can see who I must kill.
Total defense unless someone got some light. In that case, total attack.
GM Chyro |
Or someone to give some sense of direction from your starting position.
Carr |
Know Arcana: 1d20 + 4 ⇒ (10) + 4 = 14
Carr is unable to correctly determine the spell in effect is deeper darkness, and as such figures it's just darkness. What does one do in darkness which is a higher spell level than light? Why you light a torch of course... which would be helpful if Carr had torches. Or really any sort of useful gear. As it stands, he tries to reach Ting to provide some healing.
GM Chyro |
Since he hasn't moved yet, a mere d100 will do.
GM Chyro |
Except that when a darkness spell of equivelant lvl or higher is cast, it negates the 1st cast effect, this would mean your Ioun torch's effect would be negated.
I think we did things differently at the beggar's pearl, fighting derros in darkness, trying to locate an ally.
Trying to initially locate an ally or object in a square while blinded, will be a move action as you're scanning by touch. As long as said ally doesn't move, you can assume to have no difficulty applying a touch spell on them.
And thus, Joseph can locate Brallenera, and will heal her for 1d8 + 1 ⇒ (7) + 1 = 8, with the wand.
Carr heals Ting for 1d8 + 1 ⇒ (7) + 1 = 8 with his own wand.
Much better.
Carr and Ting can still roll for perception to get an idea of where Zothrias stopped moving, and could thereby hint to Brallenera that he is nearby.
Ting Tang |
Except that when a darkness spell of equivelant lvl or higher is cast, it negates the 1st cast effect, this would mean your Ioun torch's effect would be negated.
Carr and Ting can still roll for perception to get an idea of where Zothrias stopped moving, and could thereby hint to Brallenera that he is nearby.
I knew the ioun torch was out, I didn't want Carr to think we had no light coming in, so he didn't have to worry about 'lighting a torch'
yeah, the 8 HP helps, this is scary anyway ;) Thanks for the reminder on the perception check. Crud, not that it helped apparently ting is afraid of the dark :-)
perception: 1d20 + 10 ⇒ (2) + 10 = 12
Feeling the healing surge through him, Ting, being the ever polite bird, "T'ank's Golden boy, but can any of you's blokes see tha bloody bugger 'at put out tha bloody lights?"
GM Chyro |
I'm going on vacation today, so if Carr can pass the DC 20 perception, he could give Brallenera and Ting a chance to land a hit or two. Otherwise i'll check in when i can after a long flight. :)
GM Chyro |
Thanks. I'm awaiting boarding, so i'll be around for another hour and a half.
GM Chyro |
Perception Carr: 1d20 + 7 ⇒ (3) + 7 = 10
Carr couldn't pinpoint Zothrias' location.
================
Zothrias, round 2
The wounded VC loses 1 hp, and goes to 7.
Zothrias lunges again at Brallenera.
Shortsword: 1d20 + 10 ⇒ (18) + 10 = 28Dmg, SA: 1d6 + 2 + 4d6 ⇒ (1) + 2 + (4, 3, 3, 4) = 17
Another mean strike is dealt.
He moves 5ft backwards, and takes something from his pack.
Someone move him 5ft west plz, thanks.
Since you did hear footsteps, you can all roll DC 20 perception to get another estimate for his location.
----------
Heroes
Carr |
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
"He's over there, away from me directly from you Ting. Just a long step."
Carr will feel around for Brallenera to offer more healing from his wand. (Also my wand is +3, so ting heal another 2.)
CLW: 1d8 + 3 ⇒ (4) + 3 = 7
"If someone had a lantern, something that makes bright light we might be able to half-see."
Brallenera Thalkham |
Awww, thank you for the healing..Now let's see how he takes my axe..
With a furious roar, Brallenera attacks her foe
RAGE! +1 Axe: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23
Dmg: 1d10 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9
51%+ Miss: 1d100 ⇒ 37
GM Chyro |
I've played and ran hit&miss rolls, involving a d100, below 51 as a miss.
Upon Carr's instruction, and Ting's position in relation to herself, Brallenera gets near Zothrias. While it is a miss, he makes an audible gasping sound, as her axe comes close to his chest. This gives Ting even a better estimate of distance.
Joseph starts inspire.
Ting
Remember, in blinded condition you move at 1/2 speed. With acro 10.
Ting Tang |
Hearing the sound of battle, ting shuffles forward, shield held high, "I hope you's is easier ta hit 'an ta see!" he then swings his bastard sword where the thinks the assaulter is. Feeling his blade hit something, he calls out to the two casters, "Keep 'em 'ealin's comin' I tink we's is gonna needs 'em, wroight"
5 ft step. AC 16 (-2 blind - 4 dex + 2 shield)attack: MW Bastard sword, one handed, inspire
attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 for damage: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8
blind 50% chance: 1/miss, 2/hit: 1d2 ⇒ 2
totally forgot to read your OOC, can he 5 ft step or does that become a move action? And does he need to roll Acro. Every time he moves? Just in case:
acro: 1d20 + 4 ⇒ (9) + 4 = 13
sorry I didn't read the first OOC earlier, I will start rolling the hit miss as percentile dice, just saw the 1 or 2 in another game and liked it. I will roll 100% just in case.
100%: 1d100 ⇒ 37
I like the other one better...
GM Chyro |
No. Ignore 5ft as requiring an acro, as it calls out for an acro when moving at 1/2 speed.
Zothrias makes a slight grunt of anxiety. These strangers are coming close.
Carr
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