Bruxo Machi |
"Ha! We could make him do labor; that'd be pretty ironic, right?" Weiman states, not really knowing the exact definitions of "irony" or "coincidence."
It would be ironic at that, Bruxo muses, thinking on it for a moment. What do you say, slaver? Shall we put you to work and subject you to the same treatment you and your kind gave to this lot here? motioning to the huddled slaves. Or perhaps we should put one of them in charge of you, to administer that treatment, hmm?
Sense Motive: 1d20 + 14 ⇒ (19) + 14 = 33
Someone wanna play good cop to Bruxo and Raphael's bad cop?
EndlessForms |
The guard is absolutely frightened of you guys, particularly the human Cuisinart Vasilios. He's also told you about as much as he knows.
Weiman Callbazzern-Walk |
But I'm a clown! Clowns are fun, not scary, do ho ho!
"Naaaah, I was just kidding. That seems super mean. Let's just get him on the way back up."
Bruxo Machi |
But I'm a clown! Clowns are fun, not scary, do ho ho!
I cannot express how untrue this is...
Oh, very well. We shall leave him here. Bruxo drops a Slumber hex on the poor guard. DC 18 Will
Valeros the Pregenerated |
Valeros, blades in hand, moves towards the wooden building, eager to apply his magically heightened strength to the next batch of guards.
Looking over his shoulder, he says, "You guys coming?"
EndlessForms |
Will: 1d20 + 1 ⇒ (17) + 1 = 18
The man does not fall asleep but will stay put with the slaves outside.
You enter the wooden building. Piles of excavated earth litter the ground. A vast chasm, a jagged wound into the plateau, reveals a long shaft that drops into the pillar’s core. In the middle of the open room, a rickety scaffold clings against the chasm’s edge winding its way down into darkness. A rail system runs atop the scaffold and mine carts wait to descend into unknown depths. Lanterns swing from high beams creating shadows that dance amidst the loose dirt. Armed workers expeditiously load the carts while following orders bellowed by a beautiful woman with a simple bronze trinket coiled in a snake motif dangling from a silver chain on her lithe neck.
The woman and four of the men leap into a cart. The other two men draw maces and turn to guard against the oncoming Pathfinders. An empty card stands behind them.
guards: 1d20 + 5 ⇒ (9) + 5 = 14
Bruxo: 1d20 + 9 ⇒ (1) + 9 = 10
Kyra: 1d20 ⇒ 13
Lindum: 1d20 + 1 ⇒ (9) + 1 = 10
Raphael: 1d20 + 8 ⇒ (4) + 8 = 12
Valeros: 1d20 + 7 ⇒ (15) + 7 = 22
Weiman: 1d20 ⇒ 3
Initiative:
1. Valeros
2. Guards
3. Kyra, Raphael, Bruxo, Lindum, Weiman
Valeros is up!
Weiman Callbazzern-Walk |
Was he perhaps Shaken from the interrogation, maybe? End straw-grasping.
Weiman follows the bigger-folk, sheathing his sword on his back-mounted sheathe.
EndlessForms |
Very simple map put up. The woman and the other four men have already set off with their minecart upon the track down into the darkness.
Valeros the Pregenerated |
I'm still seeing the map of the combat with the first set of guards, with the slaves all huddled up against the wooden building. Are we supposed to see something else? I'll throw up a post to keep us moving, though. I assume haste has worn off, but bull's strength and bless are still up.
Valeros steps quickly up to the guards, blades swinging.
Longsword attack, bull's strength, bless: 1d20 + 13 + 2 + 1 ⇒ (16) + 13 + 2 + 1 = 32
Longsword damage, bull's strength: 1d8 + 9 + 2 ⇒ (1) + 9 + 2 = 12
In case the guards are close enough for a 5-foot step to get me to them, which would allow for a full attack, here are the rest of those attack rolls:
Longsword attack, bull's strength, bless: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Longsword damage, bull's strength: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Shortsword attack, bull's strength, bless: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
Shortsword damage, bull's strength: 1d5 + 5 + 1 ⇒ (5) + 5 + 1 = 11
EndlessForms |
My bad, I forgot to switch the player view over to the new map. Not the first time I've done that.
Valeros moves up the guard and gives him a nasty wound across the shoulder. The respond, attacking with their maces.
guard 1 attack, flanking: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
damage: 1d8 + 2 ⇒ (8) + 2 = 10
guard 2 attack, flanking: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
damage: 1d8 + 2 ⇒ (6) + 2 = 8
Initiative:
1. Valeros
2. Guards
3. Kyra, Raphael, Bruxo, Lindum, Weiman
Guard 1: 12 dmg
Guard 2:
You guys are up!
Kyra, PreGen Cleric of Sarenrae |
Kyra will move up toward the guards and use Command on the uninjured one. Flee! Run as fast as you can away from here!
DC 15 Will negates
Also I can't seem to be able to move my token on the map.
Raphael Hernan 0430 |
Raphael moves quickly to Valeros's aid, trying to draw attention by moving to flank.
move to flank guard 2 (provoking AoO @ AC-30), PA and fight defensively, swift action go into Crane Stance, free action release one hand after attack
attack vs Guard 2 1d20 + 19 ⇒ (1) + 19 = 20
damage 1d8 + 21 ⇒ (2) + 21 = 23
AC-34
hp-66/66
fighting defensively, crane stance, blessed
tired of these single digits, so I will use my once/day reliable strike and reroll the hit
1d20 + 19 ⇒ (2) + 19 = 21
OMG!!! The only roll over 5 so far was my intimidate!!
Weiman Callbazzern-Walk |
11:30 pm work night Pre-sleepies post, so brevity is at a maximum.
Move up to Valeros and aid that AC!
Aid Another: 1d20 + 5 ⇒ (7) + 5 = 12
-Posted with Wayfinder
Bruxo Machi |
Bruxo five-foots toward the combat, gives a Fortune hex to Raphael ally rolls d20 twice and takes higher roll for any declared attack, save, ability, or skill check he makes in the next round, and cackles.
Valeros the Pregenerated |
Valeros sees the two guards move to flank him and braces himself for the smashing impact of their maces, but somehow the clownish halfling has distracted them. Both of their blows miss narrowly, and Valeros grins and shakes his head at them, saying, "You won't get that chance again, should have hit me when you were still alive."
His blades then whirl and flash, hitting home over and over.
Will hit the wounded guard until he drops, then switch to the other. If one of them didn't flee. In which case you can use one of my rolls for an AoO.
Longsword attack, TWF, bull's strength, bless: 1d20 + 13 + 2 + 1 ⇒ (10) + 13 + 2 + 1 = 26
Longsword damage: 1d8 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Longsword attack, TWF, bull's strength, bless: 1d20 + 8 + 2 + 1 ⇒ (17) + 8 + 2 + 1 = 28
Longsword damage: 1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Shortsword attack, TWF, bull's strength, bless: 1d20 + 10 + 2 + 1 ⇒ (16) + 10 + 2 + 1 = 29
Shortsword damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Weimaaaan! Both of the guards would have hit if you hadn't aided me on the AC. Very nice!
Weiman Callbazzern-Walk |
Additionally, I can only aid AC vs one attack (which is pretty much always gonna be the first.)
-Posted with Wayfinder
EndlessForms |
Should be able to move tokens now. Disabled it when I switched to a new page for some reason. Not that it matters now:
Will: 1d20 + 2 ⇒ (18) + 2 = 20
Kyra casts a spell but the man is steadfast in his resistance. Raphael moves into position with Valeros and hits the man hard. Valeros then finishes both of them off. The party can hear the other cart careening down the mineshaft.
Initiative:
1. Valeros
2. Guards
3. Kyra, Raphael, Bruxo, Lindum, Weiman
Depending on how you guys want to handle this, we're still in rounds for now. What do you want to do?
Weiman Callbazzern-Walk |
Cart time!
An excited (accentuated by the Haste) Weiman makes his way into another minecart. "Ha! C'mon, let's go!"
Weiman Callbazzern-Walk |
Is it taking a single move to get into the cart, or two? Because if it's a single move, Weiman will also sheath his sword, btw.
Weiman Callbazzern-Walk |
The sillier halfling answers Bruxo, half over the edge of the cart and leaning inward to fall in. "We're in Cheliax; I'm sure it's compliant with some level of workplace safety compliance! Ha!"
EndlessForms |
We'll say it'll take everyone at least a move action to get into the cart; you can take another non-aggressive move or standard (such as sheathing or drawing a weapon or potion) while preparing the cart.
So with that movement taken into account, it took you three rounds to deal with the guards and hop in the cart. So they are 30' away. The carts are moving at 30' per round.
We're not going to use a map for this because I think it would make it more confusing and positioning within the cart, etc. is not the important part of the fight. Also, this is essentially a large pit with the mine track going in a circle around the edge so you can make ranged attacks if your carts are close enough.
See below for more details on how to control the carts.
Each cart holds six Medium-sized creatures. Two PCs may control the cart (one “drives” and rolls the Ride check, while the other PC may aid the driver). Keeping the cart under control requires a Ride check at DC 1/5 the cart’s current movement speed rounded down (e.g., a cart moving at speed 100 that requires a Ride check must succeed on a DC 20 Ride check). Whenever this check fails at speed 60 or higher, all PCs make a Balance check DC 15 or suffer 1d4 non-lethal damage while being severely jostled about inside the cart. The PC who drives must make Ride checks whenever he takes damage and whenever the cart strikes any object. If there is no one actively driving a cart at the end of an initiative pass at speed 60 or higher, all creatures inside the cart take 1d4 non-lethal damage. All attacks made from within a cart are at a –2 to hit. Each mine cart is made from iron with two-inch-thick walls and has 30 hit points per inch of thickness and hardness 10. Additionally, attacks targeted at the track and scaffold requires overcoming a hardness of 5 and 20 hit points.
Assume each cart begins with a movement of 30. There are a total of 1,000 feet of movement that needs to be covered before the carts stop in Rachikan. Each turn on his initiative, the driver of the cart can make a Ride 15 check to increase the speed of the cart by 20. Failing this check keeps the cart at its current speed. Keep in mind that the faster the cart travels, the harder it’ll be for the driver to control the cart (see above). If a following cart ever hits the cart ahead of it, they are considered to be in adjacent spaces to one another (so PCs or NPCs can hop from cart to cart or attack each other with melee weapons) and both carts immediately assume the speed of the fastest cart. While this isn’t totally realistic, it’s much easier to calculate for combat purposes. If a driver ever fails a Ride check by more than 20, the cart crashes and everyone inside takes 1d6 damage for every 50 feet of movement the cart is currently traveling at (e.g., if the cart is traveling at speed 100 and it crashes, everyone takes 2d6 damage). A DC 15 Reflex save halves this damage.
The carts will move on the driver's turn for purposes of catching up to the other cart (i.e. so if you are within 10 feet of them and the driver speeds the cart up by 10 feet, the carts are essentially adjacent after the driver's action.
The driver and driver's aide (you don't need someone to aid if the driver doesn't need/want it) can change each round; it's not stuck with one person.
Initiative:
1. Valeros
2. Guards
3. Kyra, Raphael, Bruxo, Lindum, Weiman
Valeros is up!
Cart 1:
Position: 0'
Speed: 30'
Occupants: you guys!
Cart 2:
Position: 30'
Speed: 30'
Occupants:
Talia
Guard 1
Guard 2
Guard 3
Guard 4
EndlessForms |
Actually, after thinking about it, it would be easier if the carts moved at the same time. Otherwise we'll get this weird oscillating effect. The carts will move on the guards' turn.
Weiman Callbazzern-Walk |
Weiman chimes in still getting his last leg into the cart. "Make it go! We don't want to give them an advantage!"
-Posted with Wayfinder
Valeros the Pregenerated |
As everyone clambers into the cart, Valeros takes a quick look at the long control levers at the front and says, "Hmmm, kind of like driving that supply cart I..borrowed...from that drover in Cassomir. Boy, Madame Vanissa sure regretted saying I could spend the festival with as many of her girls as I could carry..." A nostalgic smile on his face, he calls out, "Everyone in and hanging on to something? Here we go!"
He shifts both levers forward, releasing the cart's brakes, and calls out, "Everyone, lean left a bit, it'll help us pick up some speed on this turn!"
Ride check to keep control, DC 6: 1d20 + 12 ⇒ (2) + 12 = 14
Ride check to speed up, DC 15: 1d20 + 12 ⇒ (11) + 12 = 23 Should put us at speed 50'.
His grin changes from one fueled by memories of nights in Cassomir to one of exuberant excitement as he feels the cart accelerate under his control. "Yeeehaaaa!"
@EF - can we see what the guards are armed with? More specifically, do they have ranged weapons? We might want to keep a bit of distance and take them down that way, though it's much less exciting. I do, however, like the idea of hitting them with a fireball and then our cart flies through the dissipating flames - very Temple of Doom-ish.
Bruxo Machi |
Weiman should Aid Another, certainly. Is anyone trained in Ride?
EDIT: Ninja'd by the Cuisinart himself. The perils of posting on my phone. Ah, well. LOL
Reading the discussion thread would help too. *facepalm*
EndlessForms |
Weiman can assist on his turn after this; Kyra is not able to get off guidance yet. It's all up to Valeros right now!
Valeros removes the brakes and hits a few levers and the cart lurches forward, careening towards the cart full of Aspis nastiness. They have longbows on their backs.
1d6 ⇒ 1
Talia, the leader, begins to cheer the men on (inspire competence). Two of the guards take control of the cart and try to speed it up.
DC 6 to maintain control: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
aid: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
DC 15 to speed up 20': 1d20 + 5 ⇒ (20) + 5 = 25
aid: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
The third guard takes out his bow and fires at Valeros.
attack: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
damage: 1d8 ⇒ 1
The fourth guard reaches out and knocks a lumber beam on to the track! Your cart will move 10 feet slower than it should and Valeros needs to make a DC 10 Ride check to maintain control.
Initiative:
1. Valeros
2. Guards
3. Kyra, Raphael, Bruxo, Lindum, Weiman
You guys are up!
Cart 1:
Position: 40'
Speed: 50'
Occupants: you guys!
Cart 2:
Position: 80'
Speed: 50'
Occupants:
Talia (inspiring)
Guard 1 (driving)
Guard 2 (aiding)
Guard 3 (bow is out)
Guard 4 (knocked log)
Weiman Callbazzern-Walk |
Short Round Weiman tries to help guide the cart during acceleration time!
Ride, Arch's Luck: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 +4 to the accelerate check.
Weiman also reaches into his Bag of Holding and pulls out a trombone (causing a certain Taldan noble to gain the Sickened condition for 1 round if he is on the Material Plane, no save.) The halfling looks around and tries to yell over the noisy carts, "Can anyone play this?!?"
Valeros the Pregenerated |
Valeros urges the cart onward, deftly shifting it side-to-side as the beam on the tracks threatens to tip the cart. He watches as the guard's arrows flies wildly off-target, then lifts the cart's brakes off entirely on a straighter stretch, giving it a burst of additional speed.
A quick glance over his shoulder at Weiman gives him a moment's pause, and he suggests, "We're pretty close, think you can hit their leader with that thing? Best use of a trombone I can think of."
Ride check to keep control getting past wooden beam, DC 10: 1d20 + 12 ⇒ (18) + 12 = 30
Ride check to keep control due to 50' speed, DC 10: 1d20 + 12 ⇒ (2) + 12 = 14
Ride check to accelerate, guidance, Aided, DC 15: 1d20 + 12 + 1 + 4 ⇒ (13) + 12 + 1 + 4 = 30 Should put us at 70' speed.
Bruxo Machi |
On Bruxo's turn this round, he will drop a deep slumber on the Aspis cart. DC 18 Will, affects up to 10 HD in a 10' radius burst, fewest HD affected first. Among equal HD, those who are closest to the spell's point of origin are affected first.
EndlessForms |
Short Round helps out Valeros in driving the cart I din't touch anyting, Docta Jones! while pulling out a trombone to liven up the occasion. Kyra rolls her eyes and calls to her goddess to guide Valeros in driving the cart. Valeros is getting the hang of the cart and speeds it up, hoping to catch the Aspis on the tracks. Meanwhile, Bruxo tries to put the occupants of the lead cart to sleep.
Talia Will: 1d20 + 4 ⇒ (4) + 4 = 8
G1 Will: 1d20 + 2 ⇒ (19) + 2 = 21
G2 Will: 1d20 + 2 ⇒ (7) + 2 = 9
G3 Will: 1d20 + 2 ⇒ (11) + 2 = 13
G4 Will: 1d20 + 2 ⇒ (14) + 2 = 16
Three of the guards slump over, asleep
Initiative:
1. Valeros
2. Guards
3. Kyra, Raphael, Bruxo, Lindum, Weiman
Raphael and Lindum are up!
Cart 1:
Position: 40'
Speed: 70'
Occupants: you guys!
Cart 2:
Position: 80'
Speed: 50'
Occupants:
Talia (inspiring)
Guard 1 (driving)
Guard 2 (aiding): asleep
Guard 3 (bow is out): asleep
Guard 4 (knocked log): asleep
Lindum Coralus |
Lindum hangs onto the side of the cart, trying not to tumble out.
Seeing his opportunity, he casts confusion on the remaining people in the other cart.
(Will DC 20 negate)
Raphael Hernan 0430 |
Raphael aims as best he can in the bouncing cart and lets fly some arrows.
attack vs awake guard
1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
damage 1d8 + 2 ⇒ (2) + 2 = 4
1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
damage 1d8 + 2 ⇒ (3) + 2 = 5
EndlessForms |
G1 Will: 1d20 + 2 ⇒ (5) + 2 = 7
Talia Will: 1d20 + 4 ⇒ (6) + 4 = 10
G1 Will: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Talia: 1d100 ⇒ 26
G1: 1d100 ⇒ 89
Lindum and the Imp cast spells on the remaining people in the cart and both spells seem to be effective. Raphael puts a couple of arrows into the driver.
Talia begins to shout nonsense at the driver, who promptly draws his mace and hits the woman.
heavy mace: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 2 ⇒ (1) + 2 = 3
And the carts continue to lumber forward on the rickety track as the Pathfinders close the gap on the Aspis!
Initiative:
1. Valeros
2. Guards
3. Kyra, Raphael, Bruxo, Lindum, Weiman
You guys are up!
Cart 1:
Position: 110'
Speed: 70'
Occupants: you guys!
Cart 2:
Position: 130'
Speed: 50'
Occupants:
Talia (inspiring): 3 dmg, confused
Guard 1 (driving): 9 dmg, shaken, confused
Guard 2 (aiding): asleep
Guard 3 (bow is out): asleep
Guard 4 (knocked log): asleep
Weiman Callbazzern-Walk |
ride aid, luck (2 rounds used): 1d20 + 5 ⇒ (17) + 5 = 22
Weiman looks around at the group's misunderstanding of the trombone. "I meant for some to play a jaunty tune, but I suppose throwing it would work, too."
I kinda want to watch the confused people just duke it out now that they've attacked each other now, though, do ho ho.
-Posted with Wayfinder
EndlessForms |
This is certainly one of the most amusing encounters I've had in a while. Some of the newer scenarios miss out on this sort of thing: not meant to be a killer (not even really challenging, honestly), just a chance for some fun mine-cart shenanigans.
Kyra, PreGen Cleric of Sarenrae |
Kyra witnesses the scene in the cart ahead of them and urges their cart forward. More Guidance! I thought about casting Heat Metal on the cart ahead of us but that might wake the guards inside up, LOL.
Valeros the Pregenerated |
Valeros laughs aloud as he sees the only two conscious Aspis guards busily trying to kill each other. The cart is already catching up with the one ahead, and it seems unlikely that their prey can spare much attention for driving the cart. Valeros simply keeps his own cart under control and lets its greater speed bring it close to the other.
"Anyone want to jump across and finish them off?" he calls out.
Ride, aided (not using guidance), to keep control, DC 14 : 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33