Haris Hawkson
|
Done with the cheese, Haris asks, "Might you have some wolfsbane anywhere in this house? -the kitchen -the buttery -the solar...?", twirling a finger around.
-Posted with Wayfinder
| GM Bold Strider |
Rutowski stiffens a bit at that question. I have none of that damnable herb in my home. Vilk is my beloved. I would never bring him harm. Now please, go stop him and don't hurt him.
The group concludes their business with Rutowski just as the sun sets and the full moon begins to peek from behind the hills. Somewhere in the distance, an eerie howl echoes through the streets.
As you hurry toward the courthouse, one of you asks why we would not head to Pradowca's residence. Ryado answers, In Ardis, as in many cities, judges lodge in their respective courthouses. Judge Pradowca’s courtroom lies in the city center, halfway across the city from Rutowski’s townhouse.
The black granite edifice of the courthouse looms high above its enclosing wall, though a gate ahead stands ajar. A scream breaks the evening’s silence, and upon the wide, stone steps two figures fall prone. A third, hulking form unleashes a furious howl before bounding to the roof and through an open skylight. The courthouse door stands ajar, and a low growling echoes from somewhere within.
As you approach, you see two men laid low. They are likely Judge Pradowca’s guards. It appears that Vilk has mutilated both and left them for dead. A few seconds after you stop to tend to the men, a woman’s scream rolls out from the darkness and the growling raises to yelping and hostile barking. Ryado says, I will tend to the guards. Hurry and help Judge Pradowca!
The dark courtroom looks like a scene out of a nightmare. A young woman, perhaps twenty, lies on the floor with her throat torn out. Across the room, a well-preserved older woman stands atop her bench, supporting a bleeding arm and swinging a ceremonial blade erratically. Four slobbering mongrels, each as much dog as wild wolf, circle her makeshift tower.
The courtroom benches and chairs count as rough terrain, but do not directly block movement. The bar and tables are low barriers, requiring a DC 5 Acrobatics check to leap over. Standing atop the judge’s bench provides partial cover from low attackers (such as the mongrels) and provides a +1 circumstance bonus on attacks against opponents on the ground, but is tall enough to require a DC 10 Acrobatics or Climb check to mount.
Initiative:
Takahiro: 1d20 + 2 ⇒ (9) + 2 = 11
Beleg: 1d20 + 2 ⇒ (5) + 2 = 7
Aod: 1d20 + 4 ⇒ (10) + 4 = 14
Quarr: 1d20 + 6 ⇒ (4) + 6 = 10
Fredrick: 1d20 + 7 ⇒ (10) + 7 = 17
Haris: 1d20 + 7 ⇒ (10) + 7 = 17
Wolves: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Order:
1st: Haris and Fredrick
2nd: Wolves
3rd: Takahiro, Beleg, Aod, Quarr
You may have one free standard action to buff or do whatever during the time when you stop to tend to the guards before hearing the scream.
Fredrik Greymantle
|
Lady of the graves watch over your servants.
Calling on the blessings of Pharasma Fredrik enters the courtroom and readies himself for battle.
0 round: Use wand of bless.
1st round: Start sermonic performance and moves 20 ft forward weapon in hand.
Group get +2 to attk and +1 dmg.
PS: I was unable to move my icon on the map.
| GM Bold Strider |
The wolf in front of the Judge lashes at her with his claws and teeth.
Bite: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 261d6 + 4 ⇒ (2) + 4 = 6
Trip: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
Claw: 1d20 + 7 - 1 + 4 ⇒ (5) + 7 - 1 + 4 = 151d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 7 - 1 + 4 ⇒ (19) + 7 - 1 + 4 = 291d4 + 4 ⇒ (3) + 4 = 7
The judge falls as a the wolf's maw clinches around her ankle, shattering it in to pieces. The two remaining claws rend her flesh as she falls unconscious, possibly dead.
The other three wolves turn, growling ominously at the party.
Wolves 1-3, hold action.
Initiative Order:
1st: Haris and Fredrick
2nd: Wolves - Three Wolves on Hold
3rd: Takahiro, Beleg, Aod, Quarr
Aod the Witchchild
|
These normal wolves?
Knowledge Nature: 1d20 + 6 ⇒ (16) + 6 = 22
Tossing his wand casually to the side, Aod draws his bastard sword and charges it with arcane magic. Then, with a battlecry, he swiftly closes the distance to the wolves and swings with a powerful slash.
Free action to drop wand. Swift action to use Arcane Point to add +1 to weapon. Free action to start Controlled Rage (+4 strength) furious bonus kicks in on weapon, making it +4 and capable of bypassing silver/cold iron DR). Movement action to close distance. Standard to attack.
Power Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Critical Confirmation: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d10 + 20 ⇒ (10) + 20 = 30
Critical Damage: 1d10 + 20 ⇒ (1) + 20 = 21
Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. (This boosts Aod's AC to 27 vs these wolves).
| GM Bold Strider |
How is your AC at 27? I count 10 + 5 (Armor) + 2 (Dexterity) + 1 (Dodge-Dodge feat) + 1 (Dodge-Urban) + 2 (Dodge-Canny Defense) + 4 (Shield) + 1 (Deflection-Ring)= 26?
One of the wolves dropping the floor, howling in pain before falling unconscious.
The wolf on the far right charges you and attempts to bite you.
Bite: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 171d6 + 4 ⇒ (2) + 4 = 6
The other two wolves also come off of hold and full attack Aod.
Bite: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 211d6 + 4 ⇒ (4) + 4 = 8
Bite: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 151d6 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 141d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 201d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 151d4 + 4 ⇒ (4) + 4 = 8
All of them miss horribly.
These are Shadowblood Wolfhounds. They have no special abilities worth mentioning.
1st: Haris, Fredrick, Aod
2nd: Wolves
3rd: Takahiro, Beleg, Quarr
Everyone is Up.
Quarr
|
0 round- draw bomb
Quarr rushes forward as he mixes the components in the vial. Within seconds a sickly green mixture begins to froth forth from the top of the container as the short gnome hurls it at the SE wolf.
Stink Bomb Touch Att: 1d20 + 6 ⇒ (16) + 6 = 22
Fills 10 foot radius for 5 rounds. DC 16 Fort save or Nauseated for duration in cloud and 5 rounds after individual leaves the cloud.
Precise Bombs to not target up to 4 friendlies in the stink cloud.
Nauseated after leave cloud: 1d4 + 1 ⇒ (4) + 1 = 5
Haris Hawkson
|
Psycho damage Aod.
Haris skips across the chair and table tops, dropping in to flank a hound against Aod.
Acro: 1d20 + 16 ⇒ (6) + 16 = 22
Adamantium ShrtSwrd +1: 1d20 + 10 ⇒ (18) + 10 = 28;1d6 + 2 ⇒ (4) + 2 = 6
Sneak, Dirty: 3d6 + 1 ⇒ (2, 3, 5) + 1 = 11
Befuddling Strike (+2 AC vs.): 1d4 ⇒ 4
AC 21(23)
| GM Bold Strider |
Stinking Cloud rolls:
Fort Save - Wolf 1: 1d20 + 7 ⇒ (11) + 7 = 18
Fort Save - Wolf 2: 1d20 + 7 ⇒ (17) + 7 = 24
Fort Save - Wolf 3: 1d20 + 7 ⇒ (18) + 7 = 25
Bomb rolls:
Bomb Damage: 3d6 + 4 ⇒ (1, 6, 1) + 4 = 12
Reflex Save - Wolf 2: 1d20 + 7 ⇒ (12) + 7 = 19
Stinking Cloud Miss Percentage roll:
20% Concealment from Haris' Attack - Low Misses: 1d100 ⇒ 57
Damage:
Wolf 1 - 6, Not Nauseated Can't sneak attack someone with concealment
Wolf 2 - 3, Not Nauseated
Wolf 3 - 12, Not Nauseated
Initiative:
1st: Aod, Haris and Fredrick
2nd: Wolves
3rd: Takahiro, Beleg, Quarr
Beleg the Galtan
|
Beleg makes his way around the benches and the cloud, moving to check on the Judge.
Ha! AC 26. . . that's funny. Silly Magi with silly low ACs. At least I have images and blur though.
Aod the Witchchild
|
Laughing, Aod slashes at the wolf between him and Haris, then steps around it and draws a wand into his open hand.
Standard to attack. 5' step. Movement action to get wand.
Power Attack: 1d20 + 15 ⇒ (12) + 15 = 27
Concealment >20=Hit: 1d100 ⇒ 59
Damage: 1d10 + 20 ⇒ (8) + 20 = 28
| GM Bold Strider |
The wolves move forward, biting at Aod's heels.
Fort Save-Cloud: 1d20 + 7 ⇒ (13) + 7 = 20
Fort Save-Cloud: 1d20 + 7 ⇒ (9) + 7 = 16
Retrieving an item provokes, though I don't think you are worried.
AoO-Aod: 1d20 + 7 ⇒ (5) + 7 = 12 Miss
Two of the wolves attack Aod, while the third turns it attention to Haris.
Bite-Aod: 1d20 + 7 ⇒ (3) + 7 = 10 Miss
Bite-Aod: 1d20 + 7 ⇒ (1) + 7 = 8 Miss
Claw-Aod: 1d20 + 7 ⇒ (8) + 7 = 15 Miss
Claw-Aod: 1d20 + 7 ⇒ (7) + 7 = 14 Miss
Claw-Aod: 1d20 + 7 ⇒ (12) + 7 = 19 Miss
Claw-Aod: 1d20 + 7 ⇒ (12) + 7 = 19 Miss
Bite-Haris: 1d20 + 7 ⇒ (5) + 7 = 12 Miss
Claw-Haris: 1d20 + 7 ⇒ (14) + 7 = 21 Hey, look, at hit!
Concealment-High Hits: 1d100 ⇒ 39
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Claw-Haris: 1d20 + 7 ⇒ (8) + 7 = 15 Miss
Damage:
Wolf 1 - 34, In Aod's Cloud Free Pocket
Wolf 2 - 3, Not Nauseated
Wolf 3 - 12, Not Nauseated
Initiative:
1st: Aod, Haris and Fredrick
2nd: Wolves
3rd: Takahiro, Beleg, Quarr
Quarr
|
Stinking Bomb only lasts for 1 round but worth the try since it can shut down a fight pretty quickly.
Seeing that the noxious gasses had little effect on the wolves Quarr instead drains a small portion from his jacket as he shakes and hurls a bomb that erupts into a fiery inferno.
draw normal fire bomb and target S wolf; point blank shot; Swift action 1 round from fox's cunning / sipping jacket
Ranged Touch: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
damage: 3d6 + 6 + 1 ⇒ (2, 6, 1) + 6 + 1 = 16
Precise bombs to ignore up to 6 targets
Haris Hawkson
|
Ah ha! But are these wolves evil?
Haris somersaults away from the wolf.
withdrawal, move back 15'
-Posted with Wayfinder
| GM Bold Strider |
The wolves are not evil, they are true neutral.
The bomb misses the wolf.
Miss Roll: 1d8 ⇒ 7
The bomb explodes on the defendant's bench next to the wolves and Haris.
Splash = 10, Reflex from two wolves and Haris, DC 18
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Damage:
Wolf 1 - 34
Wolf 2 - 8
Wolf 3 - 17
Initiative:
1st: Aod, Haris and Fredrick
2nd: Wolves
3rd: Takahiro, Beleg, Quarr
Beleg the Galtan
|
Beleg takes a few steps forward and draws out his dark black scimitar, bringing it down on one of the wolves. He teaches the party a few new swear words along the way.
Black Blade Power Attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
damage: 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Aod the Witchchild
|
Haris, the concealment is gone. You should be able to get back to flanking now.
"Welcome to the party Beleg. Someone check the judge. I think we got this."
Aod slashes at a wolf, then almost gently taps it with his wand.
Spell Combat & Magus Arcana - Wand Wielder
Power Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Critical Confirmation: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d10 + 15 ⇒ (9) + 15 = 24
Critical Damage: 1d10 + 15 ⇒ (7) + 15 = 22
Wand of Frostbite Touch attack: 1d20 + 10 ⇒ (17) + 10 = 27
Cold nonlethal: 1d6 + 1 ⇒ (4) + 1 = 5 Target fatigued if hit.
School transmutation [cold]; Level druid 1, magus 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
| GM Bold Strider |
Beleg finishes off the most wounded wolf, rendering him unconscious. Aod delivers another crushing blow bring the third wolf close to death.
Fredrick moves in to help deal with the last wolf, but it bounds out of reach of Fredrick and runs through the open door to the west, leaving its unconscious brethren behind.
As the team resuscitates the fallen lady (who was 2 hp from death and I never bothered to roll stabilize checks...), she comes to with a start. Ah! Oh my heavens. I'm so glad you came. They murdered poor Clarice. She points to the dead secretary near the front door.
That terrifying beast mocked me as his dogs ripped her throat out and proceeded to ravage me. Thank you. Thank you so much. Please, go and kill that mangy beast. He took off through the back door. She points to the western set of doors that lead to a holding cell with a sewer grate wrenched from its iron frame.
Take my sword and run him through with it... for Clarice. She hands Beleg a Greater Sword of Station.
This ornate sword and belt impart uncanny confidence and insight while worn, granting a +2 competence bonus on Sense Motive checks. Three times per day, the wearer may draw the sword and deliver a single-word command, as per the spell. Lesser versions of swords of station exist that allow the wearer to cast command only once per day, and that lack the confidence-boosting enhancements. For greater swords of station, the competence bonus on Sense Motive checks increases to +5. A sword of station is blunted and poorly balanced, intended as a showpiece rather than a weapon. If used in combat, treat it as an improvised club.
The group hurries through the tight confines of the courthouse sewers eventually open into wider tunnels collecting effluence from the neighboring buildings. The putrid stink of human refuse mingles with a more natural stink of decomposition. Bubbles and ripples occasionally break the water’s surface, filling the chamber with a constant gurgle. The water in the collecting chamber is 2 feet deep and counts as difficult terrain. Anyone who takes slashing or piercing damage in the sewers must make an immediate DC 12 Fortitude save or contract filth fever (Core Rulebook 557). Remember that creatures in dim light have partial concealment and creatures in darkness have concealment.
Initiative:
Monster 1: 1d20 + 4 ⇒ (20) + 4 = 24
Monster 2: 1d20 - 5 ⇒ (17) - 5 = 12
Takahiro: 1d20 + 2 ⇒ (19) + 2 = 21
Beleg: 1d20 + 2 ⇒ (12) + 2 = 14
Aod: 1d20 + 4 ⇒ (9) + 4 = 13
Quarr: 1d20 + 6 ⇒ (12) + 6 = 18
Fredrick: 1d20 + 7 ⇒ (19) + 7 = 26
Haris: 1d20 + 7 ⇒ (18) + 7 = 25
Perception:
Takahiro: 1d20 + 5 ⇒ (20) + 5 = 25 Darkvision
Beleg: 1d20 + 2 ⇒ (8) + 2 = 10 No Darkvision
Aod: 1d20 + 7 ⇒ (3) + 7 = 10 No Darkvision
Quarr: 1d20 + 9 ⇒ (15) + 9 = 24 No Darkvision
Fredrick: 1d20 + 4 ⇒ (12) + 4 = 16 No Darkvision
Haris: 1d20 + 4 ⇒ (16) + 4 = 20 No Darkvision
Initiative Order:
1st: Fredrick and Haris
2nd: Monster 1
3rd: Takahiro, Beleg, Aod, Quarr
4th: Monster 2
| GM Bold Strider |
Since most of you have no Darkvision (rare), then I need to know who has Light on them or some form of illumination and how large.
Each of you has a 20' Yellow Circle, except Takahiro. This is your Light radius if you have one. If you don't have one, then delete the circle and stay near someone who does have it. If you do have Light on you or a torch, then please center the circle over you when you move, this gives me an idea of where light exists in the sewer.
Aod the Witchchild
|
Regarding Light: Aod possesses an ioun torch. He also has both light (which he will cast upon Takahiro's armor or weapon if wanted), as well as dancing lights, which he would use to light the way ahead.
Fredrik Greymantle
|
If we are going underground Fredrik will cast light in his hammer when entering the tunnels. I take more than a minute have passed so bless is over.
Oh Lady bless us, because the night is dark...
Fredrik resumes his prayers while moving forward ten feet and reading his weapon.
Start sermonic performance again +1attk / +1dmg
Fredrik Greymantle
|
I had some problems selecting my icon on the map. I was only able to select the light circles, not the icons under. In the end I copy and pasted Fredrik to his new position but couldnt erase the old icon. Sorry, I am not very good with maps.
| GM Bold Strider |
Aod, Takahiro and Fredrick are illuminated. Beleg and Quarr don't have Light as a cantrip, but Beleg has an Ioun Torch.
Illuminations: Aod, Takahiro, Fredrick and Beleg.
Alright, continue on with your bad selves. If Takahiro and Quarr want to use one of their torches, just let me know in your next post.
--------------------------------------
As you enter the larger set of sewers, Takahiro hears skittering to the north. The water moves lazily from the north to various exit points to the south and west. Takahiro thinks that he might see a glint of light to the south, but notices a slight current of water moving the wrong direction... towards the group! A sewage-yellow mass of ooze and garbage rises up out of the muck and lashes out at Takahiro as he rounds the corner. Takahiro sees his potential fate as a gleaming skull surrounded in muck whips at him.
Slam(Grab): 1d20 + 6 ⇒ (6) + 6 = 12
The ooze's slam attack bounces off of Takahiro's armor, unable to find purchase.
Hearing a loud clang, the skittering sounds amplifies as hundreds of thousands of centipedes burst from the walls near Haris, Aod and Fredrick. The insects start to swarm them.
Swarm Damage: 2d6 ⇒ (5, 3) = 8
Fortitude Save DC 13 - Poison - from Aod, Haris and Fredrick
Fortitude Save DC 12 - Disease - from Aod, Haris and Fredrick
Initiative Order:
1st: Fredrick and Haris
2nd: Swarm
3rd: Takahiro, Beleg, Aod, Quarr
4th: Ooze
Beleg the Galtan
|
Yep, Beleg also has an ioun torch.
Cutting back a bit:
Beleg takes the sword with gratitude but responds, "Thank you, Judge, but I have been gifted a sword with rare powers by a. . . beneficiary, let's call him. I think another of my party would be better suited for such a gift."
Haris Hawkson
|
Dungeoneering: 1d20 + 0 ⇒ (20) + 0 = 20
He warns the group of a tale he had heard. ”Don't slice or jab at the that goop - it'll just multiply”.
”Yah!”, Haris screams like a little girl (not hard) at the crawlers , ”Get it off -get it off!!!”.
vs Anthrax: 1d20 + 3 ⇒ (15) + 3 = 18
vs HIV: 1d20 + 3 ⇒ (16) + 3 = 19
Acrobatics, leaps to ledge on other side: 1d20 + 16 ⇒ (2) + 16 = 18
| GM Bold Strider |
Haris leaps away from the writhing mass of centipedes, leaving behind his dear friend Aod.
----------------------------------------------------
Fredrick: The brown squares on the map are difficult terrain. With 20 ft. move speed, you would be unable to move into a position to strike the ooze. At best, you could be one square north of Takahiro. Is that what you want to do?
----------------------------------------------------
Takahiro draws an alchemist fire and torches the ochre jelly. It's roiling mass recoils momentarily before expanding back to its normal size.
Initiative Order:
1st: Fredrick and Haris
2nd: Swarm - 0 Damage
3rd: Takahiro, Beleg, Aod, Quarr
4th: Ochre Jelly - 5 damage
Will wait a few hours for Fredrick before moving him to the best of his ability toward the ooze.
Fredrik Greymantle
|
Ok, lets say Fredrik double moved there then. Below are my next round's actions, busy day today.
After splashing filth around while trying to move as best as he could Fredrik reaches the ooze and hammers it.
Attk+Inspire+P.Attk: 1d20 + 7 + 1 - 2 ⇒ (19) + 7 + 1 - 2 = 25
Dmg: 2d6 + 3 + 1 + 6 ⇒ (2, 6) + 3 + 1 + 6 = 18
| GM Bold Strider |
Aod's Saves from Surprise Round: 1d20 + 8 ⇒ (17) + 8 = 251d20 + 8 ⇒ (17) + 8 = 25
Part of the swarm tries to follow Fredrick but then refocuses its biting on Aod, engulfing him even further.
Swarm Damage: 2d6 ⇒ (6, 4) = 10
Fortitude Save DC 13 - Poison - Save needed from Aod
Fortitude Save DC 12 - Disease - Save needed from Aod
Initiative Order:
1st: Fredrick and Haris
2nd: Swarm - 0 Damage
3rd: Takahiro, Beleg, Aod, Quarr
4th: Ochre Jelly - 5 damage
Aod the Witchchild
|
"Arhh!" Aod spins, kicking and stomping, trying to dislodge the vermin. "ARRGH!" Damn bugs!
Withdrawing north along the sewer walkway, he reaches into his bag and gets a vial of alchemist fire.
Fort vs Poison: 1d20 + 8 ⇒ (16) + 8 = 24
Fort vs Disease: 1d20 + 8 ⇒ (19) + 8 = 27
Unable to edit map. 30' move north (or 15' if it is difficult terrain).
Beleg the Galtan
|
"Mother f@~#er, I've got to do everything." Beleg casts a spell and sends a bout of flame at the swarm.
burning hands: 5d4 ⇒ (3, 4, 2, 3, 1) = 13
DC 15 Ref for half
+50% damage vs. swarms
He then draws out his warhammer.