Dolvin the Traveler
|
sorry about that, rough begining of the week
Dolvin grasps his symbol of Desna and prays aloud asking for healing.
"watch over and protect Those I travel with"
A swirling of blue butterflies emanates from Dolvin, fluttering into those who have been wounded.
Channel : 1d6 ⇒ 3
-Posted with Wayfinder
Armik
|
Cursing once again in Abyssal, Armik steps back and draws his healing wand.
CLW with fey foundling trait: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5
That, plus the 3 healed from Dolvin (augmented also by my fey foundling trait +2) should put me back at full.
Pig the Runt
|
"Ah, good," Pig says as he shakes off the blow to his midsection. "You come to Pig. Save Pig trouble."
The over-sized half-orc swings his greataxe at the singing goblin with ferocious intent.
Greataxe, High Ground, PA: 1d20 + 6 + 1 - 1 ⇒ (1) + 6 + 1 - 1 = 7
Instead, he cleaves off a chunk of the walkway.
GM Batpony
|
Tad needs more than a bit of luck it seems, as more of his shots fly into empty space. Hironaki, similarly, misses his shot this time around. Pig's mighty swing falls short. Everyone seems to be distracted, likely from the awful screeching that one attempts to call singing.
Dolvin attempts to cure the injured, and Armik, also, tends to his wounds.
I assume Dolvin selective channels.
Combat Round 2
Baddie Conditions: Inspired Rage
Singing Goblin
Armik (shield of faith), Rishh, Hironaki
Pig -6, Dolvin, Tad
Winged Goblins R(unconscious) B-4
Another 12 or so hours before I bot Rishh.
Rishh Dexglo
|
Rishh carefully gauges up the distance between himself and blue winged goblin...
If necessary, he will take a 5 ft step to get into range with his reach weapon. if not, he will not get any closer.
He will thrust his Bec De Corbin polearm through the defenses of this abomination that has chosen to mutiliate its natural form...
"You foul excuse for a proper goblin!!! I will feast on your entrails!!!"
Attack Roll: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Should the winged menace provoke an AOO from moving from a threatened square...
AOO: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirmation: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d10 + 3 ⇒ (9) + 3 = 12
Crit Damage: 2d10 + 6 ⇒ (8, 2) + 6 = 16
GM Batpony
|
Rishh strikes the second winged creature, leaving it unconscious as it takes too much pain. These mutated goblins seem to be very unstable as a result of their change.
As a result, only the screeching 'singing' goblin remains a threat. She continues swinging her flail at Pig. But she gets uncomfortable and nervous as she sees her winged friends drop.
heavy flail, inspired rage: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 51d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Combat Round 3
Baddie Conditions: Inspired Rage
Singing Goblin
Armik (shield of faith), Rishh, Hironaki
Pig -6, Dolvin, Tad
Winged Goblins R(unconscious) B(unconscious)
Pig the Runt
|
"That not a swing," Pig scoffs.
Greataxe, PA: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Slashing, PA: 1d12 + 6 + 3 ⇒ (9) + 6 + 3 = 18
GM Batpony
|
The endless wailing of the goblin proves to be an effective means of distraction. Pig, Rishh, and Hironaki's attack completely misses the goblin.
Combat Round 3
Baddie Conditions: Inspired Rage
Singing Goblin
Armik (shield of faith), Rishh, Hironaki
Pig -6, Dolvin, Tad
Winged Goblins R(unconscious) B(unconscious)
Armik
|
Armik lurches forward, thrusting his nodachi forward with abandon.
CI nodachi to hit: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
CI nodachi damage: 1d10 + 4 ⇒ (2) + 4 = 6
Charge: AC is 2 lower this round
Pig the Runt
|
I may be on the road by the time Pig is up next.
Greataxe, PA: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21
S, PA: 1d12 + 6 + 3 ⇒ (6) + 6 + 3 = 15
Dolvin the Traveler
|
Dolvin enters the room and announces "I do not know why I waited so long in the hallway while all the action is going on in here."
He moves to flank with pig.
Thaddeus "Tad" Rownson
|
Tad enters the room and reloads his crossbow.
GM Batpony
|
Armik's nodachi makes good as it strikes the goblin in her leg. The rest of the group joins into the ring hoping to help Pig take out that last nuisance.
The goblin retaliates further by continuing her attack on Pig, but she starts to be intimidated by the scores of Pathfinder around her.
heavy flail, inspired rage: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 91d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Finally, Pig swings hard and accurate! The blow is strong enough to knock the singer unconscious. With that, the threat is over and you find some time to rest. You search her and the other goblins to find nothing of much use.
I'm not at my computer but I think she only has mundane equipment.
Where to next?
Status: Pig -6
Hironaki
|
Hironaki hangs his bow onto his shoulder then moves to inspect the goblins' belongings. After, he moves to the eastern passageway and peers down it.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
GM Batpony
|
On the goblin, she has owns a leather armor, a heavy flail, and a funny looking stone.
Rishh is not able to discern any distinguishable tracks, but there is much evidence that goblins have been moving around all over the ruins. The passageway does not look dangerous, no traps are allocated along the corridor.
Pig the Runt
|
"Use on Pig?" the half-orc asks of the two clerics, holding out a wand.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Thaddeus "Tad" Rownson
|
Tad obliges and uses the offered wand in an effort to heal Pig.
Returning the wand, he looks around and, gesturing toward the eastern passage, asks, "Do we continue this direction?"
Armik
|
"Yes, let's continue." Armik grumbles as he moves to the next door.
If shield of faith has expired, I will cast again before the door is opened.
GM Batpony
|
Sorry guys, the last combat I pasted the picture of the wrong mutated goblin. The earlier goblin only has wings, and no claws or breath fire. This room is the one with that goblin.
I've gone ahead and assigned some sort of marching order and going to move us on.
Pig leads the way and opens the door to the eastern room, this octagonal room looks to have once served as an office: a smashed desk is shoved against the north wall near toppled bookcases. A large pile of books, some with chewed-off covers, has been arranged into the shape of a makeshift throne. To the northeast sits a two-foot-diameter boulder covered in shiny baubles, coins, and other trinkets.
Inside the room, there are some creatures. A goblin, looking scarier than the ones before, and more mutated look towards the pathfinders menacingly. Along with her is pair of monsters composed of half-formed body parts, this creature stands on two monstrous legs. A mouth full of jagged teeth dominates the creature’s bulbous head. Its veins pulse just beneath transparent flesh
Kn. Local DC12 to identify the goblin.
Kn. Dungeoneering DC10 to identify Flesh Monsters.
As usual, every +5 from DC allows you one question.
Initiative,Armik: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative,Rishh: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative,Hironaki: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative,Pig: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative,Dolvin: 1d20 + 0 ⇒ (13) + 0 = 13
Initiative,Tad: 1d20 + 5 ⇒ (14) + 5 = 19
Goblin: 1d20 + 3 ⇒ (18) + 3 = 21
Flesh: 1d20 - 1 ⇒ (10) - 1 = 9
The goblin doesn't hesitate and swoops in to breath fire on the group. She breathes fire on to the pathfinders and holds a reach weapon in her hand that isn't a claw.
Armik, Rishh, Pig is hit. Reflex DC15 for half damage
Breath weapon: 2d4 ⇒ (2, 2) = 4 fire damage
Combat Round 1
Goblin Mutant Ultimate Form
Armik, Rishh, Hironaki
Pig, Dolvin, Tad
Flesh Monsters
Rishh
|
Reflex Save Vs. Breath Weapon: 1d20 + 4 ⇒ (8) + 4 = 12
Rishh takes total Defense (+4AC, Cannot make AOOs for one round)
He then moves East 15 feet and stops in front of Pig. His polearm is readied for battle with the forces of the depraved...
Pig the Runt
|
Knowledge (Dungeoneering), Untrained: 1d20 ⇒ 1
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
Singed but undaunted, Pig moves out of the hall to engage one of the giant, fleshy creatures. "Big beasts might be challenge," he cautions his allies before swinging his axe in a powerful overhand chop.
Greataxe, PA: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21
S, PA: 1d12 + 6 + 3 ⇒ (10) + 6 + 3 = 19
Armik
|
Armik instinctively flinches from the flames, but hastens into the room once he realizes their ineffectiveness. His blade drawn he waits for the fleshies to attack.
reflex save: 1d20 + 2 ⇒ (8) + 2 = 10 Luckily, he has fire resist 5 from being a tiefling
cold iron nodachi to hit: 1d20 + 4 ⇒ (14) + 4 = 18
cold iron nodachi damage: 1d10 + 4 ⇒ (7) + 4 = 11
GM Batpony
|
Armik and Pig's movements will provoke AoO from the goblin's reach weapon. She has combat reflexes!
As Armik and Pig move into position, the goblin attempts to swipe her ranseur towards them. They are quick enough to stay just out of the goblin's reach.
mwk ranseur vs Pig: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 4 ⇒ (4) + 4 = 8
mwk ranseur vs Armik: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 4 ⇒ (2) + 4 = 6
Pig swings hard and low, an effective mode of attack against the flesh like monster. He chops one in half, and the creature is dead.
Combat Round 1
Goblin Mutant Ultimate Form
Armik (readied action), Rishh (total defense), Hironaki
Pig, Dolvin, Tad
Flesh Monsters R(dead)
Thaddeus "Tad" Rownson
|
On my last posting, I hadn't anticipated we'd move so quickly to combat - given its ineffectiveness, I'd intended Tad to stow his crossbow and ready his shield and mace before the group entered the corridor. I understand your ruling, either way.
Tad advances as far as the traffic in the narrow corridor allows. Reaching out a hand, he gently touches Rishh's shoulder.
Casts guidance.
Upon enacting this guidance, Rishh may notice the scent of freshly fallen rain carried upon a gentle breeze that appears to flow in the same direction as his endeavour, assisting his efforts.
Dolvin the Traveler
|
With a flick of his wrist and a click Dolvin produces a wand in his hand that is not strapped to his shield. "Desna give us your blessing once more,"
casts bless +1 to attack rolls and saves vs fear
GM Batpony
|
Tad- In game wise you probably wouldn't have known that combat was going to happen immediately sometimes as well. Hold what you think you should be while the door is opening.
Upon seeing combat take place in a crowded area, Hironaki draws his longbow and attempts to fire in the mess. Unfortunately, too many of the pathfinders are in his way causing his arrow to fly off target for fear of hitting his allies. They reek off dying flesh, and move like dying creatures. Their attack also resembles something like a dying move, and is easily dodge and deflected by the Pathfinders.
longbow: 1d20 + 4 ⇒ (16) + 4 = 201d8 ⇒ 7
The flesh monsters aimlessly move forward and attempt to bite you. One moves after Pig and the other Armik.
bite vs pig: 1d20 + 1 ⇒ (2) + 1 = 31d6 - 1 + 1d4 ⇒ (3) - 1 + (4) = 6 of which d4 is fire dmg
bite vs Armik: 1d20 + 1 ⇒ (9) + 1 = 101d6 - 1 + 1d4 ⇒ (1) - 1 + (4) = 4 of which d4 is fire dmg
Seeing Rishh get up close, the Goblin mutant drops her arms in favour of her sharp claws. She lashes out strongly at Rishh and pick him up with the ugly looking claw, only to drop him when she finds him unconscious already.
claws vs Rishh: 1d20 + 6 ⇒ (20) + 6 = 261d3 + 3 ⇒ (3) + 3 = 6
claws vs Rishh: 1d20 + 6 ⇒ (4) + 6 = 101d3 + 3 ⇒ (3) + 3 = 6
claws,crit? vs Rishh: 1d20 + 6 ⇒ (20) + 6 = 261d3 + 3 ⇒ (1) + 3 = 4
Grab vs Rishh: 1d20 + 8 ⇒ (17) + 8 = 25
??: 1d4 ⇒ 4
Combat Round 2
Conditions:Bless
Goblin Mutant Ultimate Form
Armik (readied action), Rishh (Unconcious/Guidance) -14(-2hp), Hironaki
Pig -2, Dolvin, Tad
Flesh Monsters R(dead)
Armik
|
Armik lays into the fleshy blob in front of him.
cold iron nodachi with bless to hit: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
cold iron nodachi damage: 1d10 + 4 ⇒ (2) + 4 = 6
Pig the Runt
|
"Snakey! No!" Pig shouts and turns his axe against the goblin mutant.
Greataxe, PA, Bless: 1d20 + 6 - 1 + 1 ⇒ (17) + 6 - 1 + 1 = 23
S, PA: 1d12 + 6 + 3 ⇒ (6) + 6 + 3 = 15
GM Batpony
|
I totally forgot about Armik's ready action. It hits but did not put the creature unconscious. Your second attack does
Armik lays a world of pain to the creature in front of him, two strikes of his cold iron nodachi cuts the creature right in half.
Pig turns to revenge his unconscious and fallen comrade. His vengeful fuelled strike hits the ultimate goblin strong and hard, injuring her badly.
Combat Round 2
Conditions:Bless
Goblin Mutant Ultimate Form -15
Armik , Rishh (Unconcious/Guidance) -14(-2hp), Hironaki
Pig -2, Dolvin, Tad
Flesh Monsters R(dead) B(unconscious)
Rishh Dexglo
|
Con check to stabilize:
1d20 + 1 ⇒ (18) + 1 = 19
Note That Rishh has a Barbed Vest from APG (Not outlawed in additional resources document)
Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. Any creature swallows you it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage to no longer serve as a threat). The vest can only be worn over light armor or no armor.
Thaddeus "Tad" Rownson
|
"Look out!" Tad calls out in warning, too late for Rishh.
Instinctively, he thrusts a hand in the direction of the goblin, the air crackling with electric energies.
Ranged touch attack, lightning arc: 1d20 + 1 ⇒ (19) + 1 = 20
Damage, electricity: 1d6 ⇒ 3
Hironaki
|
Thanks for thr bot, GM
Hiro curses softly as he companions continue to obstruct the passageway. Drawing back, he fires another arrow.
Attack: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
He then withdraws a wand and takes a step toward Tad. "Can you use a healing wand?" He asks Tad.
GM Batpony
|
The goblin takes a little damage from Rish's Armor.
Reflex vs DC15: 1d20 + 4 ⇒ (12) + 4 = 16
Reflex vs DC15: 1d20 + 4 ⇒ (9) + 4 = 13
Rishh fights through the pain and manages to stabilize.
Rishh, you forgot the -2 penalty due to your HP, and your +1 bonus with guidance, but you still stabilized regardless.
Tad throws a lightning bolt towards the mutant, having been over confident in her abilities, she does not dodge the shot and takes the brunt head on! It stuns her a little.
Hiro's arrows continue to fire astray while Dolvin attempts to provide Hiro with a bit more luck.
The last dying flesh being continues his advance on pig. But continues to be hopeless as Pig brushes the attacker off.
bite vs pig: 1d20 + 1 ⇒ (17) + 1 = 181d6 - 1 + 1d4 ⇒ (4) - 1 + (4) = 7 of which d4 is fire dmg
Meanwhile, the mutant moves around towards Armik and unleashes her fury! But her overconfidence gets the better of her, as she strikes nothing but thin air.
claws vs Armik: 1d20 + 6 ⇒ (4) + 6 = 101d3 + 3 ⇒ (2) + 3 = 5
claws vs Armik: 1d20 + 6 ⇒ (2) + 6 = 81d3 + 3 ⇒ (2) + 3 = 5
Combat Round 2
Conditions:Bless
Goblin Mutant Ultimate Form -19
Armik , Rishh (Stabilized/Prone) -14(-2hp), Hironaki (Bit of Luck)
Pig -2, Dolvin, Tad
Flesh Monsters R(dead) B(unconscious)
Thaddeus "Tad" Rownson
|
Tad stares at his outstretched hand, clearly frightened by the electric bolts he just unleashed.
It takes a short moment before Hironaki's words draw his attention. He looks from the offered wand to the fallen Rishh and croaks something unintelligible in reply. Turning to Rishh, he crouches and, closing his eyes, reaches out to touch his injured ally.
Casts CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Rishh
|
Rishh gain consciousness like an enraged snake...."Issss Issss thissss the afterlifessss priest???"
Quickly realizing that it is not....Rishh decides there will be time for his gratitudes later...
Rishh Takes total Defense and climbs to his feet!
GM Batpony
|
If Rishh stands up from prone, he will provoke an AoO from both creatures! Should checking if that is what you want.
Pig the Runt
|
Pig growls as he preferred prey runs away. He hefts his axe and tries to cut down the flesh beast in his way.
Greataxe, Bless, PA: 1d20 + 6 + 1 - 1 ⇒ (18) + 6 + 1 - 1 = 24
S, PA: 1d12 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Armik
|
Dodging the creature's claws, Armik thrusts the nodachi with a focused poke at the flying goblin.
cold iron nodachi with bless to hit: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
t-shirt reroll with GM stars added...
cold iron nodachi with bless to hit: 1d20 + 4 + 4 + 1 ⇒ (12) + 4 + 4 + 1 = 21
cold iron nodachi damage: 1d10 + 4 ⇒ (9) + 4 = 13
GM Batpony
|
Fair enough, but you will still be considered prone (-4AC).
Tad heals the fallen Pathfinder Rishh, to immediately have him attempt to get up on his feet to get back into the fight. This leaves him open against the enemy. Fortunately for him, the creatures attacks do not make good this time.
AoO,bite: 1d20 + 1 ⇒ (3) + 1 = 41d6 - 1 + 1d4 ⇒ (4) - 1 + (3) = 6
AoO,claw: 1d20 + 6 ⇒ (8) + 6 = 141d3 + 3 ⇒ (1) + 3 = 4
Pig hacks away the last flesh like creature while Armik takes his chances to finish off the gobinoid. His strike is clean as the goblin bleeds to unconsciousness.
Combat is over!
As you stand over the fallen and search their corpse for anything useful, you feel uncomfortable and nervous. Something in the atmosphere has changed.
By the way, they only have mundane gear that is no longer relevant to the rest of the scenario.
What action would you like to take now?
Thaddeus "Tad" Rownson
|
Still a little in shock, Tad attempts to collect himself. Positioning himself in the midst of the party, he touches his hand to the pendant beneath his shirt, and murmurs, "Gozreh, attend my companions."
A faint breath of air bearing the gentle scent of freshly fallen rain circulates the chamber as he channels.
Channel positive energy: 1d6 ⇒ 4
As the soft breeze dissipates, Tad shifts his mace uneasily as he looks around. "Something... has changed," he breathes, shuddering. "But what?"
Dolvin the Traveler
|
"The magic in this place has become... Unstable. How peculiar it almost seems... Confused?" Dolvin attempts to explain what he is picking up.
Hironaki
|
Shouldering his bow, Hiro points to his wand. "Does anyone require more healing?" Moving into the room, he gives it a once over them asks. "Keep moving? To the south?"
Perception: 1d20 + 7 ⇒ (12) + 7 = 19