Velidor Gamestalker |
Velidor will grab his musket and stand up...
eliciting an AoO...please roll low.... please roll low...
Amarthecthel |
Violently jarred from his meditation, Amarthecthel feels an elemental elvish fury rise up in him, cold and implacable. "That is not how you club someone to death in their sleep," he growls. "Allow me to demonstrate!"
He invokes a hex of silent, peaceful, restful slumber...
Slumber hex on random thug. Supernatural, so no AoO. Will save DC 18 negates. Otherwise, sleepytime.
GM BPChocobo TK1 |
Velidor grabs his weapon and stands up, both men reacting violently with their clubs!
Flanked Club AoO @ prone Velidor: 1d20 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Damage on hit: 1d6 + 2 ⇒ (3) + 2 = 5
Flanked Club AoO @ prone Velidor: 1d20 + 4 + 4 + 2 ⇒ (14) + 4 + 4 + 2 = 24
Damage on hit: 1d6 + 2 ⇒ (6) + 2 = 8
One of the men smacks Velidor upside the head!
Meanwhile, Amarthecthel, having cheated death, tries to bring one of them to a doomed slumber!
Assailant 1 will: 1d20 - 1 ⇒ (20) - 1 = 19
But of course!
@Amarthecthel, you can stand up, too, if you wish, although it'll provoke a pair of AoO's. Otherwise, moving on!
The remaining attacker on Twigg tries to maintain the grapple...
Grapple @ Twigg: 1d20 + 6 + 5 ⇒ (20) + 6 + 5 = 31
Keeping the gnome in an armlock, he then slams his club at Twigg!
Club damage: 1d6 + 2 ⇒ (2) + 2 = 4
Pelkin's lone assailant moves up and swings her club mightily at the half-elf!
Another 20 to hit?: 1d20 + 4 ⇒ (14) + 4 = 18
Damage if it was: 1d6 + 2 ⇒ (1) + 2 = 3
But Pelkin's armor easily cushions the blow!
Init Order (bold = up)
Pelkin (spiritual weapon)
Twigg attackers x1 (grappling Twigg)
Pelkin attackers x1 (adjacent to Pelkin)
Twigg (4 damage, prone, grappled)
Mexel
Amarthecthel attackers x2 (adjacent to Amarthecthel))
Velidor attackers x2 (adjacent to Velidor)
Amarthecthel (9 damage, prone)
Lore (22 damage, hut is on fire)
Velidor (22 damage)
GM BPChocobo TK1 |
Giving Twigg a bit longer, then botting and continuing.
GM BPChocobo TK1 |
While Twigg fails to break free, Mexel causes another serious wound, although the man grappling Twigg doesn't seem to let go yet!
The two attackers on Amarthecthel smile. "Dhalavei protects us from your feeble curses!", as both simultaneously smack the prone elf from opposite sides!
Club @ Amarthecthel: 1d20 + 4 + 4 + 2 ⇒ (13) + 4 + 4 + 2 = 23
Damage on hit: 1d6 + 2 ⇒ (4) + 2 = 6
Club @ Amarthecthel: 1d20 + 4 + 4 + 2 ⇒ (15) + 4 + 4 + 2 = 25
Damage on hit: 1d6 + 2 ⇒ (3) + 2 = 5
Both clonk him on the chest, causing pain bruising that he will feel in the morning.
In Velidor's hut, the woman shouts, "Grab him!"
Grapple @ Velidor: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Velidor narrowly shakes off the effort to restrain him only Gunslinger's Dodge spared you a grapple!
The other tries to do the same!
Grapple @ Velidor: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
She succeeds!
Fire spread: 1d8 ⇒ 2
Fire damage: 1d6 ⇒ 6
Lore Fort vs Smoke: 1d20 + 8 ⇒ (7) + 8 = 15
Lore finds that her conflagration is quickly spreading along the straw roof of the hut and the exit will be overrun soon! Her innate abilities make her resist the heat, and luckily the majority of the smoke is above her short stature, but it won't stay that way for long!
Lore, unless you can slow down the fire, you have to rounds to escape before the entrance and the windows will be blocked. The trick is that your gear is inside, most within your backpack, but your weapon will is still adjacent on the floor, same with shield if you have one.
Shouts can be heard outside as other villagers are awoken due to the fire!
Init Order (bold = up)
Pelkin (spiritual weapon)
Twigg attackers x1 (grappling Twigg)
Pelkin attackers x1 (adjacent to Pelkin)
Twigg (4 damage, prone, grappled)
Mexel
Amarthecthel attackers x2 (adjacent to Amarthecthel))
Velidor attackers x2 (adjacent to Velidor)
Amarthecthel (9 damage, prone)
Lore (22 damage, hut is on fire)
Velidor (22 damage)
Lorelendral Teklet |
Lore stops trying to drag the fallen man outside the hut and instead starts drenching the hut in water... (create water spell, trying to douse the flames)... "Oh, no... what have I done? the whole village will go up in flames if I can't stop this...
Pelkin Norwind |
Pelkin will use his Spirit Weapon: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15 for Damage: 1d8 + 3 ⇒ (3) + 3 = 6 hoping to dismiss the foe! Failing that, Pelkin will try to do it himself.
Ugh, I keep forgetting it gets multiple attacks if my BAB is high enough. Second Spirit!: 1d20 + 10 ⇒ (10) + 10 = 20 for Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Assuming that still didn't kill him,
Attack: 1d20 + 11 ⇒ (20) + 11 = 31 for Damage: 1d10 + 11 ⇒ (10) + 11 = 21
Attack: 1d20 + 6 ⇒ (6) + 6 = 12 for Damage: 1d10 + 11 ⇒ (7) + 11 = 18
Confirm?: 1d20 + 11 ⇒ (20) + 11 = 31 for Damage: 2d10 + 22 ⇒ (9, 3) + 22 = 34
Can I move after that first attack, forgoing the second of the full attack? Pelkin will move outside to assist the others.
GM BPChocobo TK1 |
@Lore: Actually, the village won't burn down. Because of the somewhat swampy floor, all of the houses are on stilts and are spaced a bit from each other. Of course, there is also the potential problem of the house literally collapsing on you if the fire burns too much.
With that, there are 4 effective squares of 'fire' on the roof. Slows things down a good bit, but without help, you will be overwhelmed.
GM BPChocobo TK1 |
@Pelkin: Actually, you don't have to attack at all!
Pelkin's spiritual weapon finally gets some aim, striking the woman twice and rendering her unconscious!
@Pelkin: You can retcon your action completely. And of course, you are aware of the fire which I'll say is two huts over (so about 80 feet distance)
Lorelendral Teklet |
Lore shouts for help... as she begins drenching the hut... "HELP!!!! Need water!!! FIRE!!! HELP!!!"
Pelkin Norwind |
Will do.
Pelkin will quickly move outside and see Lore's hut. They are trying to burn her alive! Pelkin will then run that way, using his full action to get there if he has to. You tell me if I can get there this turn. I have 40' movement.
GM BPChocobo TK1 |
@Pelkin, you're 2/3 there, 1 move action next turn will get you to the fiery entrance :)
Velidor Gamestalker |
Velidor tries to escape the grapple that is upon him...
CMB: 1d20 + 10 ⇒ (6) + 10 = 16
GM BPChocobo TK1 |
Just missed it Velidor!
I'll wait a bit longer for Amarthecthel, then will bot and continue
Amarthecthel |
Amarthecthel sighs. "The hard way, then." He speaks a word of power, transforming his body into a rock-hard monster of claws, wings and death.
_____________________________
Concentration check, casting defensively (DC 21): 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Cast monstrous physique and assume the form of a gargoyle.
Then stand up. It will draw the AoO's, but he now has DR 10/magic.
GM BPChocobo TK1 |
Sorry, busy day today! I'll post tomorrow! But without a crit, Amarthecthel is just fine :)
GM BPChocobo TK1 |
AoO @Amarthecthel: 1d20 ⇒ 17
AoO @Amarthecthel: 1d20 ⇒ 12
While the blows strike Amarthethel, his new defenses render the attacks moot. "Curse you monster! Dhalavei wills your death!"
Twigg's attacker tries to maintain the grapple and continue to club the gnome to death!
Grapple @ Twigg: 1d20 + 6 + 5 ⇒ (17) + 6 + 5 = 28
Damage on success: 1d6 + 2 ⇒ (1) + 2 = 3
Init Order (bold = up)
Pelkin (spiritual weapon)
Twigg attackers x1 (13 damage, grappling Twigg)
Twigg (7 damage, prone, grappled)
Mexel
Amarthecthel attackers x2 (adjacent to Amarthecthel))
Velidor attackers x2 (adjacent to Velidor)
Amarthecthel (9 damage, prone)
Lore (22 damage, hut is on fire)
Velidor (22 damage)
Pelkin Norwind |
Pelkin tries to figure out the best way to save his friend!
Just a friendly bump.
_Twigg |
Twigg tries to escape escape artist 1d20 + 2 ⇒ (20) + 2 = 22.
Mexel attacks to save his brother.
claw 1d20 + 7 ⇒ (10) + 7 = 17, 1d4 + 7 ⇒ (2) + 7 = 9 damage
]claw 1d20 + 7 ⇒ (4) + 7 = 11, 1d4 + 7 ⇒ (3) + 7 = 10 damage .
bite 1d20 + 7 ⇒ (5) + 7 = 12, 1d6 + 7 ⇒ (6) + 7 = 13 damage .
GM BPChocobo TK1 |
@Amarthecthel: So even though you take the form of a gargoyle, you don't get the DR 10/magic; you only get the abilities listed in the spell. I didn't see anything saying that you do, but if you find something, please let me know and I'll remove that damage! You do get the natural armor and Str bonus, so the 17 roll will have struck, the 12 would have missed you.
AoO damage: 1d6 + 1 ⇒ (6) + 1 = 7
Twigg escapes while Mexel finishes mauling the poor man to death!
Although startled, the men attacking Amarthecthel try to simultaneously bash the monstrous elf in the head!
Attacker club @ Amarthecthel: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage on hit: 1d6 + 2 ⇒ (2) + 2 = 4
Attacker club @ Amarthecthel: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage on hit: 1d6 + 2 ⇒ (4) + 2 = 6
The now fully awaken and readied Velidor avoids both attackers!
Amarthecthel gets hit once, but still stands, claws ready.
Velidor's attacks stay on him, one trying to grapple him while the other tries to club him!
Attacker grapple @ Velidor: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Attacker club @ Velidor: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage on hit: 1d6 + 2 ⇒ (4) + 2 = 6
Fire spread: 1d100 ⇒ 46
The hut Lore is in continues to burn, part of the roof gone; amazingly the hut walls still stand, but for how long?
6 squares of burning roof, luckily the fire hasn't fully reached the front door yet.
Init Order (bold = up)
Pelkin (spiritual weapon, 2/3 to Lore's hut)
Twigg (7 damage)
Mexel
Amarthecthel attackers x2 (adjacent to Amarthecthel))
Velidor attackers x2 (adjacent to Velidor)
Amarthecthel (20 damage, monstrous)
Lore (22 damage, hut is on fire)
Velidor (22 damage)
Lorelendral Teklet |
Lore casts another create water over the roof, trying to put out the fire...
GM BPChocobo TK1 |
@Lore, you can make a move action, too, which may be useful as you're just keeping up with the fire, but not stopping its destruction.
Lore puts out more fire, but it still continues to burn away at the wooden and straw structure.
Pelkin Norwind |
Pelkin will do whatever is needed to aid Lore out of the hut and into safety. If she moves to the door I could assist her out by whatever means needed, if I need to use my full turn to do so I will.
GM BPChocobo TK1 |
A single move action gets you to the door; the crowd of people don't impede your progress. You have a standard action to aid :)
Lorelendral Teklet |
oh, i thought she was already out...
Lore moves to get out of the house...
Pelkin Norwind |
If Lore and Pelkin end up meeting at the doorway, Pelkin will grab her hand and use Dimensional Hop to retreat, teleporting both myself and the gnome away from the fire. I will pick a direction close to one of the other PC's huts in order to check on them. Whichever would be closest to Lore's hut is fine unless I can see an active fight.
Velidor Gamestalker |
as i understand it Velidor is still grappled but the attack missed...?
Escape: 1d20 + 10 ⇒ (3) + 10 = 13
GM BPChocobo TK1 |
You are right! I did miss that. My fault for not updating your status before. Thank you for your honesty... and I would retire that virtual die.
Velidor finds his attackers surprisingly talented in their wrestling style and he cannot break free.
Pelkin grabs Lore and pulls her to safety, teleporting to where Twigg is, a bloody Mexel standing over the slain masked attackers.
Amarthecthel and Velidor are not to be seen. As before, it'll take 3 move actions to reach either of their huts without some movement enhancing ability.
Init Order (bold = up)
Pelkin (spiritual weapon, 2/3 to Lore's hut)
Twigg (7 damage)
Mexel
Amarthecthel attackers x2 (adjacent to Amarthecthel))
Velidor attackers x2 (adjacent to Velidor)
Amarthecthel (20 damage, monstrous)
Lore (22 damage, hut is on fire)
Velidor (22 damage)
Lorelendral Teklet |
"Thank you, Pelk.. but oh... those poor men... I don't think they were dead.. bad men, but no one should burn alive... " Then she notices the others are absent... "What about the others... do you think they're under attack as well? Maybe we should split up and each of us go to one of the other huts to check on them?"
Pelkin Norwind |
Sounds like a plan. If we can we'll rescue the men after our allies are safe. Pelkin will take the furthest hut, using the rest of his Dimensional Hop to get him there as quickly as he can (meaning if it gets me there in 2 or fewer move actions).
GM BPChocobo TK1 |
It'll get you there in 2 actions instead of three :) Of course, Amarthecthel may just well save himself this round!
Pelkin Norwind |
He might, but you can't trust those pure breeds to get the job done. :)
So, by using my move and standard actions to get there I'll use a swift action to cast Litany of Weakness on one of the enemy when I arrive. No save and he is fatigued.
Lorelendral Teklet |
Lore faces Velidor's hut and begins the 3 round double-run to get there when she can...
_Twigg |
Mexel attacks
claw 1d20 + 8 ⇒ (6) + 8 = 14, 1d4 + 7 ⇒ (3) + 7 = 10 damage .
claw 1d20 + 8 ⇒ (12) + 8 = 20, 1d4 + 7 ⇒ (1) + 7 = 8 damage .
bite 1d20 + 8 ⇒ (12) + 8 = 20, 1d6 + 7 ⇒ (4) + 7 = 11 damage .
GM BPChocobo TK1 |
@Twigg: You are free of attackers; one is dead and the other will bleed out soon enough. You can do as you wish, although Pelkin and Lore are nearby you as well as a burgeoning crowd.
Amarthecthel |
"Dhalevi needs to go into a new line of work!" snarls gargoyle-Amarthecthel as he launches himself at one of the attackers.
1st claw: 1d20 + 11 ⇒ (14) + 11 = 251d6 + 5 ⇒ (5) + 5 = 10
2nd claw: 1d20 + 11 ⇒ (13) + 11 = 241d6 + 5 ⇒ (6) + 5 = 11
Bite: 1d20 + 11 ⇒ (5) + 11 = 161d4 + 5 ⇒ (2) + 5 = 7
Gore: 1d20 + 11 ⇒ (17) + 11 = 281d4 + 5 ⇒ (3) + 5 = 8
GM BPChocobo TK1 |
Amarthecthel powerfully ends his attackers, one being flayed open by claws and the other being savagely horned and bitten.
Since Twigg can't reach Velidor this round, posting his attacker's actions!
The one trying to grapple Velidor tries to pin him down!
Grapple @ Velidor: 1d20 + 6 + 5 + 2 ⇒ (3) + 6 + 5 + 2 = 16
However, Velidor's constant wiggling is enough to cause the masked man to lose his grip!
The other continues to try and to use a club in a gunfight.
Club @ Velidor: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
The now freed Velidor is able to dodge the swing!
Party up! Velidor, you'll still provoke if you 5' step and shoot, but feel free to do your thing :)
Pelkin Norwind |
Pelkin will make his way toward Velidor! Using whatever means I still have, even if its merely my two feet. I will use a FRA to run if its gets me there faster.
GM BPChocobo TK1 |
As noted earlier, you can get to Velidor in 2 move actions using your Dimensional Step thing, so you can be there, but you can't help him directly. :)
Pelkin Norwind |
Make it so.
Lorelendral Teklet |
Meanwhile, Lore just runs toward Velidor... not realizing at first that Pelkin is headed the same way, since he's dimensionally hopping
Velidor Gamestalker |
Velidor will withdraw if possible...
GM BPChocobo TK1 |
Withdraw won't work since they are flanking you. They would still get an AoO against you during the move.
-Posted with Wayfinder
Velidor Gamestalker |
Velidor will spend a grit to pistol whip the closest foe on the way to the exitMusket1: 1d20 + 10 ⇒ (5) + 10 = 15
DMG: 1d12 + 3 ⇒ (4) + 3 = 7
at the office and cant access the map right now
GM BPChocobo TK1 |
No worries, there is wasn't a map for this particular battle anyway :)
Velidor bashes one of the men, the crack of the rifle butt causing notable damage.
Club @ Velidor: 1d20 + 4 ⇒ (9) + 4 = 13
Damage on hit: 1d6 + 2 ⇒ (6) + 2 = 8
Club @ Velidor: 1d20 + 4 ⇒ (11) + 4 = 15
Damage on hit: 1d6 + 2 ⇒ (4) + 2 = 6
With Pelkin and Amarthecthel there, the three of them quickly make short work of the attackers.
Several of the villagers flee to their huts, frightened by Amarthecthel's monstrous form and the crowd around the now burnt down hut is somewhat dispersed, giving the group an obviously wide berth.
While several attackers were slain outright, a few were knocked unconscious and can be questioned if healed if you choose to do so.
Oh yeah...
?? Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
Balo Perception: 1d20 + 8 - 20 ⇒ (9) + 8 - 20 = -3
Checking in on Balo, unfortunately you see that he was not as lucky as you come across his body in his hut, a bloody mess where his skull was.
Pelkin Norwind |
Pelkin is angered by the assault of these men and especially the death of the one called Balo. Once bound, he will rouse one of the attackers, using Discern Lies before questioning him.
Who sent you? Why have you come here?!? Tell me everything, as I need a reason not to gut you!
Intimidate: 1d20 + 10 ⇒ (15) + 10 = 25 +2 more if this place is somehow allied with Magnimar.
Velidor Gamestalker |
Intimidate Aid: 1d20 + 3 ⇒ (20) + 3 = 23
"Tell him what he wants to know or I use you for target practice..."
now i roll a 20...