Vera Darkone
|
I have 19 gold, and is willing to put that down. If everyone chips in great if not. What argument would you like to use? It makes more sense to me RP wise if someone else tries a fact-based argument.
Arisira
|
Looking at the others, Arisira shrugs. ”I have a little extra coin squirreled away. Let’s get on over to the temple and figure it all out at a later... safer... time!
Arisira has >100 gp and will cover the cost, minus whatever everyone else can pitch in
GM Eddv
|
Arisira passes off the gold and Vera gives the man instructions on how to open a bank account at the church of Abadar and the group takes off.
The group marches its way across the islands of island town with the storm now truly beginning to pick up.
The winds have become completely hostile, nearing 40-50 mph as you make your way to the final house.
The woman has 6 cats and 7 cages. Peaches... I can't find peaches! She runs up to the party Please go find my cat! I need to get to safety but I won't leave peaches!
Antal Strongheart
|
Antal searches for signs of the animal, despite the waters looking for some clue of its passage.
Survival: 1d20 + 5 ⇒ (13) + 5 = 18
Now where could an animal hide at a time like this? Where would I go?
Arisira
|
"Can you describe peaches for me? Tell me every little detail!
Goal is two fold, #1: keep her distracted and from bothering Antal. #2: Get enough detail that Arisira can cast silent image if necessary.
GM Eddv
|
The woman is having a hard time giving an accurate description in her hysterical state, but she quickly describes an orange and white tabby that should be wearing a bell.
Meanwhile, Antal looks and finds where he thinks the cat may have bolted off to, there is a tree off across a part of the town where there hasn't been any development yet, near the edge of island town. Its not too far off and he actually does see some ginger orange hair.
Shen Hawaah
|
Shen is again just looking at the woman annoyed. But she wants to get the job done and return.
After hearing a description she starts searching for the cat.
Perception : 1d20 + 9 ⇒ (7) + 9 = 16
GM Eddv
|
Shen and ANtal soon find a small carriage overturned by the high winds and torrential down pour and just barely makes over the din, thewhining of a cat trapped inside this carriage.
Mak'da
|
Mak'da has a bit of spare cash and will happily chip in 20gp to help the man
Approaching the overturned carriage Mak'da sighs.
Why do these people bring their pets here, don't they understand anything?
She leans down and peers underneath the overturned carriage and makes gentle soothing noises at the creature. Behind her T'Krit tries to stick his nose in and she shoes him away.
Handle animal: 1d20 + 5 ⇒ (16) + 5 = 21
Assuming that is successful
Mak'da gathers up the cat and turns back to the group. We need to get into cover quickly, these winds aren't going to let up.
Vera Darkone
|
Vera starts to gahter up the other crates. "My friends will find your cat. Let's get the rest ready to go."
Arisira
|
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
”We do need to keep calm- We can’t help peaches if we lose our cool! Take a couple deep breathes. Good! Now, let’s make a plan!”
Shen Hawaah
|
Shen has 15 gp. She would give nothing but as a player I love to give you all of it! ;-) Deducted from her gear.
Antal Strongheart
|
Antal will aid Mak'da by lifting and holding the cart and allowing the animal a path to move to her arms.
Handle Animal: 1d20 + 5 ⇒ (11) + 5 = 16
And makes cat ears with his fingers!
GM Eddv
|
Sorry This weekend got away from me. Trying to track who is where. I have Arisira and Vera back with the woman and her cats and Antal/Makda&friend/Shen. Just leaves Xanko who I will now place randomly. Team Vera is 1, Team Antal is 2: 1d2 ⇒ 2
As Antal, and Makda try to free the cat from the wagon, which they definitely are successfully coaxing him out the water begins to take an aggressive and angry shape and actually forms into a pair of forceful squall that begin aggressively moving against the gathered members of the party.
Unfortunately this is a bit far off for Vera and Arisira to be able to react to it straight off. Y'all can show up at the edge of the map on Round 3 once youre aware of the combat going on
Initiative Water Elemtal Red: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative Water Elemtal Blue: 1d20 + 1 ⇒ (1) + 1 = 2
Antal: 1d20 + 2 ⇒ (4) + 2 = 6
Shen: 1d20 + 5 ⇒ (18) + 5 = 23
Mak’da: 1d20 + 5 ⇒ (5) + 5 = 10
Xanko: 1d20 + 3 ⇒ (16) + 3 = 19
The watery cyclones descend near the party.
Shen
Xanko
Makda
Antal
---
Red
Blue
Map has been updated to reflect combat
Shen Hawaah
|
Shen is startled and moves back a step.
Then she starts to cast a spell to summon a celestial eagle.
1 round casting time. 2 rounds duration as Shen is a specialist wizard.
Mak'da
|
Be careful friends! shouts Mak'da as she casts a spell. New vines and shoots erupt from her staff as she steps up to the nearest cyclone. With a whistle T'Krit is summoned to focus on the same creature.
Mak'da casts Shillelagh and 5' steps. As a free action she commands T'Krit to attack, she cannot fail the check
Antal Strongheart
|
Round 1, Initiatve 6
Antal quick-draws his longsword, startled at the speed that the cyclones formed. "Will our weapons hurt 'em?" He shouts over the roar of water. He swings a bit awkwardly. Can I even cut water with a sword?
Melee Longsword: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
He then takes a 5' step to get closer to Shen and Xanko while still facing off against the elemental near him.
Vera Darkone
|
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Vera continues to try to calm the woman as she waits for the others to return.
GM Eddv
|
I had been waiting on Xanko but since its been over 24 hours I am just going to bot him
T;Krit's vicious bites manage to corner and tear into the core of the watery menace, as Antals blade merelyt finds loose water!
Xanko draws his blade and moves to protect Shen.
Rapier: 1d20 + 4 ⇒ (3) + 4 = 7...DMG: 1d6 + 4 ⇒ (4) + 4 = 8
he too is having trouble taking good aim in all of this thick downpouring rain!
For his trouble the watery creature moves through the heavy rain as fluidly as if this were the sea and slams itself into the happy drunk.
slam: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 4 ⇒ (3) + 4 = 7
The creature misjudges Xankos movements and misses wildly
The other engages with the dinosaur that took out a chunk of its watery ...waterness
slam: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 4 ⇒ (4) + 4 = 8
It connects with a sickening THUD into the side of the small dino.
RD 2
Shen
Xanko
T'Krit (-8 hp)
Makda
Antal
---
Red (-5 hp)
Blue
Shen Hawaah
|
GM, can I roll a knowledge check to identify the creatures. Shen has kn(arcana, religion, nature) +8 and kn(dungeoneering) +9. I will roll d20 and you can add the modifier or maybe it is not knowledge Shen has.
knowledge: 1d20 ⇒ 5
Shen starts to cast a spell and a splash of acid flies in the direction of the blue creature.
Acid splash @ touch AC, melee: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Acid splash damage: 1d3 ⇒ 1
* * *
The summoned celestial eagle attacks the blue creature with both talons and a bite.
Talon 1, flank: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Talon 1 damage: 1d4 + 2 ⇒ (2) + 2 = 4
Talon 2, flank: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Talon 2 damage: 1d4 + 2 ⇒ (1) + 2 = 3
Bite, flank: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Bite damage: 1d4 + 2 ⇒ (1) + 2 = 3
Augment Summoning Feat reflected in stats
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7
Fort +5, Ref +4, Will +2;
SR 5
Celestial – Resist acid, cold, and electricity 5
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [1d4+2], bite +3 [1d4+2]
Special Attacks Smite evil
| T'Krit |
T'Krit snarls in fury and unleashes himself against the strange watery creature.
Bite: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 ⇒ 2
Talon: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 ⇒ 4
Talon: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 ⇒ 5
Mak'da
|
Mak'da steps up and swings her staff with all her strength at the creature.
Staff: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Sadly elementals cannot be critted
GM Eddv
|
It would be Planes, Shen
The watery creatures prove to be surprisingly difficult to really land solid hits on, your blows mostly just splashing peripheral bits of water.
Still a few solid hits land, the eagles beak land a solid peck on the one while Mak'da and T'Krit work in tandem to corner the other and land a pair of solid blows that tears the malevolent water to bits.
Shen
T'Krit (-8 hp)
Makda
Antal
Xanko
---
Blue (-3 hp)
Antal Strongheart
|
Antal moves over to the remaining elemental and swings his blade at it. They can be hit! Let me do so!
Melee Longsword: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Mak'da
|
Sadly elementals are immune to critical hits
Shen Hawaah
|
Upps, sorry about the crit then. :-) EDIT: Deleted the flank modifiers based on the information from Mak'da below. Thanks ;-)
Shen again starts to cast a spell and tries to splash acid on the blue elemental.
Acid splash @ touch AC, melee: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Acid splash damage: 1d3 ⇒ 3
* * *
The summoned celestial eagle attacks the blue creature with both talons and a bite again.
Talon 1: 1d20 + 3 ⇒ (7) + 3 = 10
Talon 1 damage: 1d4 + 2 ⇒ (1) + 2 = 3
Talon 2: 1d20 + 3 ⇒ (9) + 3 = 12
Talon 2 damage: 1d4 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Bite damage: 1d4 + 2 ⇒ (2) + 2 = 4
After these attacks the celestial eagle glows slightly and then vanishes as the summoning spell ends.
Mak'da
|
Elementals cannot be flanked either sadly
GM Eddv
|
Antal and the Eagle both CRASH into watery foe as Shen causes the last bits of the for to fall.
The cat, a particularly rotund ginger curls up at Makdas foot and the storm has begun to reach a fever pitch
The group quickly regroups and heads for the Stone House with Island town now well and fully evacuated.
[Another Update will be coming this afternoon but I dont have time to set up the next encounter yet]
GM Eddv
|
As the party makes its way back to the stone house, Sheriff Adaela keeps herself perched at the front window watching as the storm settles in.
The winds whip hard and you can actually see several of the buildings that werent properly prepared get just torn apart by the hurricane force winds ripping through the town.
Soon however lightning begins to strike. Again and again and again. It is VERY close.
The Sheriff soon notices It keeps striking the same spot.... she pulls a hood over her head and begins going for the door.
I am going to go see whats happening. Vera make sure everyone stays calm.
She is gone for close to 20 minutes before people begin to wonder what happened to her...another 20 or so before you realize she should have been back a while ago.
The lightning is continuing to beat.
The storm seems to somehow be getting stronger....
What do you do?
Antal Strongheart
|
"I will go look for her" Antal says, and readies himself to go out in the storm with anyone else that will join him. He puts on his thickest cloak with hood to keep as much rain off him as possible.
I am assuming my horse stays behind, either in the stone house if needed or the stables if that was deemed solid.
Mak'da
|
Mak'da pulls her cloak close, I will help as well. This does not seem natural.
Shen Hawaah
|
"You are not serious!!!!???" Shen sighs and at the same time she starts to put on her rain coat again to accompany her new companions.
"Let's go before we all change our mind ... "
Arisira
|
Back on the grid, sorry for the absence!
Arisira springs up an joins her companions. A quick hand motion and her buffer of magical energy once again surrounds her, keeping the worst of the rain at bay. Grabbing her bow, she also tucks a torch in her pocket and checks her sleeves for all her daggers before heading off into the rain.
"I am not letting you guys explore this without me!"
Vera Darkone
|
Vera starts for the door, and then realizes she needs to stay and keep everyone calm. "Hurry. I'll keep everyone else here."
I hate splitting the party, but Vera was tasked with keeping the townspeople calm, and presumably safe.
GM Eddv
|
As the rest of the group heads out, one of the townspeople, the head preist of the bank from earlier presses Veras ribs gently Go, I'll shepherd the people here for now...whatever is happenng has already claimed one person...you should make sure your friends remain safe.
Normally would have no problem with that but with Xanko apparently AWOL...yeah
The group heads BACK to Island Town through the gale force hurricane winds to find the outside Oyin's Emporium has been completely ransacked, as has every other house on the block, blackened with lightning and the buildings trashed. A group of four lizardfolk stand in the entrance of the shop with the unconscious body of the sheriff heaped over the shoulder of the obvious leader.
They snarl as they see you turn the corner, their bad intentions evident.
Arisira: 1d20 + 5 ⇒ (4) + 5 = 9
Antal: 1d20 + 2 ⇒ (1) + 2 = 3
Vera: 1d20 + 2 ⇒ (3) + 2 = 5
Shen: 1d20 + 5 ⇒ (6) + 5 = 11
Mak’da: 1d20 + 5 ⇒ (5) + 5 = 10
Lizard Blue: 1d20 + 0 ⇒ (10) + 0 = 10
Lizard Red: 1d20 + 0 ⇒ (5) + 0 = 5
Lizard Green: 1d20 + 0 ⇒ (18) + 0 = 18
Lizard Shaman: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative:
Lizard Green
Lizard Blue
---
Arisira
Shen
Mak'da
T'krit
Shen
Antal
---
Lizard Red
Lizard Leader
Two lizards run up with Javelins drawn, ready to strike...
Initiative:
Lizard Green
Lizard Blue
---
Arisira
Shen
Mak'da
T'krit
Shen
Antal
---
Lizard Red
Lizard Leader
Mak'da
|
Mak'da draws out a scroll and activates it. She places a warning hand on T'Krits shoulder so he does not go racing out on his own. She makes a low clicking sounds an d gestures towards Antal.
Mak'Da draws and uses a scroll of Shillelagh and sets T'Krit to defend Antal. I just noticed that I totally failed to heal T'Krit after the water elemental fight. It is something she would have done, I have a near full wand to use. Are you Ok with me having done so?
Arisira
|
"Pathfinders! To Arms! Adventure and Glory are at hand!"
She moves along side of the building, bringing the lizard-folk into clear view.
Standard: Inspire courage (1 of 7). Move: 10ft move
Everyone, take +1 to hit and +1 damage
Shen Hawaah
|
Shen is silent and concentrated. She walks forward and sends an acid dart towards the red lizard man.
Acid dart 1/7 vs. touch AC red, IC: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Acid dart damage, IC : 1d6 + 1 ⇒ (6) + 1 = 7
Antal Strongheart
|
Round 1, Initiative 3
Antal draws his dagger as part of his move and lets it fly at the closest lizardman. "You lizardskins will pay for everything you do" the halfling shouts, face flushed with rage.
Dagger throw, Range 30', favored enemy, inspire courage: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23 Damage: 1d3 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7
He quick-draws his longsword after throwing and holds his shield at the ready. Nothing fancy, but they deserve simplicity itself. Death to all of them.
If red is already dead due to shen's dart by the time he throws, he would likely target green instead with a range penalty of -1. He will still draw a sword after his throw. Appreciate the inspire courage!
Vera Darkone
|
Vera casts bless on the party and moves up to engage the lizards. "Why are you here? This is not a place for you."
+1 To Hit and Saves against fear.
GM Eddv
|
Been dealing with power issues
As Shen and Antal round the corner, the pair of Lizards toss javelins at them.
Javelins Shen: 1d20 + 1 ⇒ (19) + 1 = 201d6 + 1 ⇒ (6) + 1 = 7
Javelins Antal: 1d20 + 1 ⇒ (15) + 1 = 161d6 + 1 ⇒ (6) + 1 = 7
Antal is able to duck beneath the javelin in time but the more spritely Shen is less agile and takes a large plank of wood right through her shoulder, badly mangling her chelish form.
She responds by blasting the lizard in turn with a dart of acid, while Antal spears him with a javelin of his own, leaving the lizard twitching and bleeding on the floor.
Arisira
Shen
Mak'da
T'krit
Shen (-7 hp)
Antal
---
Lizard Green
Lizard Blue
Lizard Leader
The leader of the lizards calls up the power of the flora itself to cause the long grass to rise up and wrap itself around the party
Entangle Spell, DC 13 Reflex or be entangled and rooted to the ground
R2
(NEED REFLEXES FROM EVERYONE)
Arisira
Shen
Mak'da
T'krit
Shen (-7 hp)
Antal
---
Lizard Green
Lizard Blue
Lizard Leader
Antal Strongheart
|
Round 2, Initiative 3
Antal attempts to break out of the long grass that has wrapped itself around him.
Strength Check, 1st-move action: 1d20 + 2 ⇒ (6) + 2 = 8
Strength Check, 2nd-move action: 1d20 + 2 ⇒ (17) + 2 = 19
He looks at the wall just beside him. Would climbing that get me out of the weeds?
I am assuming I can try and break out twice, one for each move action? If no, just let me know and the second check would then fail.
Vera Darkone
|
Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Vera curses as she's rooted to the ground. "That's not very nice." She loads and fires her crossbow at the Lizard Leader.
Light Crossbow: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 ⇒ 2
Shen Hawaah
|
Reflex : 1d20 + 3 ⇒ (5) + 3 = 8
Shen Cries out in pain when the weapon pierces her body and she feels the blood flowing!
When the plants start to grow she is startled and therefore cannot escape their grasp!
She immediately tries to gain cover but notices that she cannot move.
She tries to break free but it is in vain.
Strength : 1d20 - 2 ⇒ (2) - 2 = 0
She tries again!
Strength : 1d20 - 2 ⇒ (3) - 2 = 1
Mak'da
|
Reflex save: 1d20 + 1 ⇒ (4) + 1 = 5
Mak'da curses in elvish as the vines wrap around her. She tries to pull herself free.
Str check: 1d20 + 2 ⇒ (5) + 2 = 7
but is unable to do so. Trying again.
Str check: 1d20 + 2 ⇒ (15) + 2 = 17
That probably frees her however she will still be in it at the end of the casters turn so will need to save again
Reflex save: 1d20 + 1 ⇒ (17) + 1 = 18
| T'Krit |
Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
That looks like a success.
T'krit, angered by his charge having been attacked moves quickly through the long grasping grasses to get at the lizardmen.
Assuming he does save T'Krit double moves, he has a 60' movement speed