GM Fuskee |
I think there's enough room for the bird to avoid AOOs.
Goran swings his scimitar and isn't able to get through Pellius' armor as Nigel fires off his acid while the eagle maneuvers around the men to attack the little fey creature, biting at it with his beak and making it cry out in pain. The little creature looks around and seems to be trying to find a way to escape now.
Round 2:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Statue
Pellius
Goran
Marixite attacks Rayquaza again since he is in the way...
Quarterstaff: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
...and connects with his staff to deal some damage.
Let me know if a 19 doesn't hit for some reason.
Death squad is up!
Rayquaza |
Did you remember Marixite's Shaken penalty?
"Bah! Mindless human, can't you see that sinister little creature over there? This is obviously your enemy!"
Rayquaza moves around Marixite, likely attracting an attack of opportunity from him, then makes his little Dragon-horns ritual and brings his fist down on the fey.
Unarmed Strike: 1d20 + 6 ⇒ (16) + 6 = 22, Damage + Dragon Style: 1d6 + 6 ⇒ (1) + 6 = 7
Vello Tiskan |
After seeing one of the men attack his companion and realizing in their fear they will continue to attack those blocking their way to escape, Vello comes to the conclusion they will have to be taken down before they cause more harm.
Seeing as he only has a clear shot at one of the three targets, Vello sends a Cold Blast toward Marixite. "Sorry about this..."
Cold Blast (Range Touch): 1d20 + 2 ⇒ (2) + 2 = 4;Cold Damage: 1d6 + 1 ⇒ (5) + 1 = 6
GM Fuskee |
Forgot! But I noted it now and that means he doesn't deal damage.
Rayquaza attracts an attack of opportunity as he moves around and slaps the little creature out of the air, knocking it to the ground unconscious.
Marixite: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Marixite whiffs as Rayquaza moves around him but is able to see Vello's attack coming and avoids it just in time as it flies past him.
Cornelius "cork" Dornbirk |
"I can't really get to anyone from here." Cork says and he eyes the walkway on the other side of the channel. With a quick step he jumps over the five foot wide channel and lands in front of Marixite. Cork reaches out and tries to grab the man by his shoulders with the intention of pushing him into the channel.
Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7 I think I made the 5 foot jump
grapple: 1d20 + 2 ⇒ (3) + 2 = 5 Seriously doubt that that worked. I provoke AoO.
Nigel Flit |
I hope with the fey unconscious, we will be done and not need to fight these guys.
Look fellows, you two are in for a world of trouble if you don't knock this foolishness off. We are not here to fight you, and personally I care little what your business is down here as long as that business doesn't involve me or my allies.
Nigel looks at his allies remembering that he doesn't speak for everyone and that just because his motives are to be a merciful hero, not everyone shares that ideology. But you best be doing your best to convince my friends that you are worth saving because they may not be as nice as I. He looks at his group again to see if anyone is giving him disapproving looks.
Jerbrick Fantasticork |
Jerb holds up his hands as a gesture of peace. "Listen to the old one. We have no quarrel. Now that the fey has been handled, let's put down our weapons and talk like civilized people."
diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
GM Fuskee |
The men don't care about the fey, they're on edge because of the otyugh and also many other things, they don't want to listen and are going to continue to fight. Combat continues!
Cork attempts to jump over the sewer water but since he did not have a 10 foot running start the DC for making a 5 foot jump from a standing position is doubled and he falls into the water.
Jerbrick attempts to talk to the men after the fey goes down but they are not under any sort of control by the fey and are past the point of diplomacy.
Pellius moves up and strikes at Goran again with his quarterstaff...
Quarterstaff w Favored Humans: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
...and manages to bash him with one end of it.
Round 2:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran
Goran and Nigel are up!
Nigel Flit |
I really didn't want it to be this way. Well I gave it my best, and we may get some more loot out of this at least.
this is up to you GM if I have a clear shot at the guy across the water or if it's shooting through traffic. I will roll as if it's not but if it is, take another -4 off
Nigel summons another hand full of acid and throws it at Pellius hoping to hit, even though he is in melee.
acid splash (touch attack): 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
damage: 1d3 ⇒ 2
Eagle 1 |
The eagle will move to flank with Cork and bite at Marixite.
bite: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
+2 from flanking
damage: 1d4 ⇒ 3
I'll move the eagle in the morning... laptop is to far away and it's time to sleep.
GM Fuskee |
Nigel misses with his acid splash as his eagle moves to flank and barely doesn't through Marixite's armor. Goran swings at Pellius and also misses.
Marixite takes another swing at Rayquaza...
Marixite Shaken: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
...and almost crits him but just manages to bash him with the end of his staff for some damage.
Round 3:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran
Rayquaza/Jerbrick/Vello/Cork are up!
Ouch you guys are rolling low and I'm rolling stupidly high!
Rayquaza |
"Don't say we haven't warned you!"
Rayquaza turns around, and with the momentum of the spin leaps at Marixite, fists mailed and ready to bash his head in.
Unarmed Strike + Charge + Flank: 1d20 + 10 ⇒ (4) + 10 = 14, Damage: 1d6 + 6 ⇒ (4) + 6 = 10 Sigh...
Cornelius "cork" Dornbirk |
Cork splashes down into the muck and smelly water. With a couple quick strokes he swims to the edge of the river and hauls himself out.
Swim: 1d20 + 4 ⇒ (15) + 4 = 19
Good on the swim check. What does it take to get out of the water? Do I have any action left?
Vello Tiskan |
Vello shouts out, "If death is what you want, so be it."
Vello brings forth another Cold Blast and against shoots it toward Marixite.
Cold Blast (Range Touch): 1d20 + 2 ⇒ (4) + 2 = 6; Cold Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bah... more bad rolls.
GM Fuskee |
Yeah it probably provokes, I won't put a penalty on it though
huh I dropped my dice: 1d20 ⇒ 19
AOO: 1d20 + 6 ⇒ (6) + 6 = 12
He takes a free attack of opportunity and whiffs his attack.
Jerbrick is up!
Jerbrick Fantasticork |
Jerb is miffed that the men ignored him so wrecklessly. He stares down Maxirite while drawing back his crossbow string.
Hypnotic stare
attack: 1d20 + 3 ⇒ (2) + 3 = 5
damage+possible painful stare: 1d6 + 1d6 ⇒ (2) + (2) = 4
And the parade of low rolls continues ever onward.
GM Fuskee |
Pellius is going to take another swing...
Pellius Attack: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
...and Goran's armor keeps him alive.
Goran and then Nigel will start us on Round 4
Round 4:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran
Nigel Flit |
Nigel is getting frustrated by the back and forth of this fight. Won't you to just give this up already? Knowing that words don't change their mind he conjures up a ball of acid yet again to throw at Pellius.
acid splash (touch attack): 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1
damage: 1d3 ⇒ 2
Wow a negative attack roll... got to love it.
Eagle 1 |
The eagle does what he does best, attack. He proceeds to claw and bite at Pellius.
talon: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
damage: 1d4 ⇒ 1
talon: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
damage: 1d4 ⇒ 4
bite: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
damage: 1d4 ⇒ 1
+ 2 from flanking
Finally, some decent attack rolls, though could do without the 1 to damage.
GM Fuskee |
Nigel's eagle is able to claw and peck Pellius dealing some damage as Goran is barely unable to breach his foe's armor once again.
Marixite will strike at Rayquaza for hitting him earlier...
Marixite Attack: 1d20 + 4 ⇒ (4) + 4 = 8
...and doesn't even manage to get close with his quarterstaff as he feels overwhelmed being attacked on both sides.
Round 4:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran
Rayquaza/Jerbrick/Vello/Cork are up
Vello Tiskan |
Vello conjures forth another Cold Blast as he takes a step forward to get behind Goran before unleashing his Blast at Marixite.
Cold Blast (Range Touch): 1d20 + 2 ⇒ (15) + 2 = 17;Cold Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Free Action: 5' Step
Standard Action: Attack
Ugh... Finally a good roll for attack but a lousy roll for damage.
GM Fuskee |
Marixite is blasted with a small bolt of cold energy and seems to just shrug it off. "And you guys said you beat that big green thing? I don't believe you!"
Jerbrick Fantasticork |
The eagle did 1 extra damage from painful stare.
Jerb seems frustrated as he restrings his crossbow. "Just you wait, we will show you eventually!"
attack: 1d20 + 3 ⇒ (15) + 3 = 18
damage+possible painful stare: 1d6 + 1d6 ⇒ (5) + (2) = 7
Cornelius "cork" Dornbirk |
Cork, still on the ground after climbing out of the channel, draws his cutlass from its scabbard. Then he reaches out and tries to grab Marixite's foot so he can pull him to the ground.
trip: 1d20 + 2 ⇒ (2) + 2 = 4
Rayquaza |
Rayquaza keeps pommeling his flurry of fists at Marixite, his frustration fully showing.
"You're not even dangerous, you idiot, you're a waste of time!"
Unarmed Strike + Flank: 1d20 + 8 ⇒ (14) + 8 = 22, Damage + Dragon Style: 1d6 + 6 ⇒ (6) + 6 = 12
Unarmed Strike + Flank: 1d20 + 8 ⇒ (10) + 8 = 18, Damage: 1d6 + 4 ⇒ (6) + 4 = 10
GM Fuskee |
Jerbrick barely misses with his crossbow bolt due to shooting into a melee fight (unless you have the -4 already applied) but Rayquaza does a good enough job overpowering his opponent and knocking him to the ground, dead.
Seeing his friend get brutally beaten down by the monk Pellius throws his weapon down and surrenders.
Combat finally over!
Pellius quickly starts talking about why he and Marixite were there to explain himself before he too meets a fate similar to his partner's. They are Cerulean Traffickers on their way to a drop point pickup in the Western section of the sewers (the direction where you can't really go) and had an unfortunate run in with Togg who has been blocking their way to the drop point. They fled into this pipe that leads through to the other side but they haven't gone all the way through, they just hid there until Togg left and then they came out to run into you guys. He has no clue what the little fey creature is though and knows nothing about the rat statue.
Vello Tiskan |
Vello moves pass others to check on Marixite to see if he is still alive.
He reaches down an tries to attempt first aid on him to stabilize him.
Heal (First Aid DC 15): 1d20 + 1 ⇒ (19) + 1 = 20
Vello looks at Pellius, "Take your friend with you."
After checking on Marixite he heads toward the rat statue. "I wonder if there is some secret about this statue, maybe a trap door or something. That would possibly explain where that creature popped up from."
Perception (Searching Rat Statue): 1d20 + 7 ⇒ (16) + 7 = 23
Cornelius "cork" Dornbirk |
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Cork looks at the statue with Vello but doesn't see anything important."If those guys were able to crawl into that pipe, maybe we can fit too. Although I'm not too excited about the idea." Cork looks back towards the direction they came from. "What about taking one of the other passageways back there first?"
Nigel Flit |
Weren't we given instructions on where to go? Or was going north the only bit of direction we were given?
GM Fuskee |
Marixite is 100% dead, the statue has nothing else you can get from it besides the Knowledge checks I mentioned awhile ago and even that information isn't that helpful or pertinent to the mission. Yeah they don't give you much direction but you need to go through the tubes to the other side, I've opened up the map so you guys can go forward there's no checks or anything needed, the pipes are big and have lots of room.
Vello Tiskan |
Not seeing anything particular about the statue, Vello looks down the long pipe. "Unless we turn back, this seems to be the only direction we can go. It could be they got all turned around when they were here last time. I suspect it might be like a maze down here in the sewers."
Jerbrick Fantasticork |
Jerb waltzes into the sewer. "I don't know what you folks are so nervous about. I fit in here perfectly!"
Goran Baldaros |
Before we proceed, is anyone else hurt? I have to tend to these wounds before they get infected. going to channel and use my clw wand
channel: 1d6 ⇒ 4
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (3) + 1 = 4
Nigel Flit |
I moved the eagle off the map because I am assuming he will be gone before the next combat.
Nigel moves down the tunnel doing his best to keep his robs from getting messy. Well I am ready to move on. I cant wait to get out of this sewer.
GM Fuskee |
Move and position yourself how you want after the pipe, the path to the left that kind of cuts off just ends there, this map is weird I know, basically it's just a lot of extra pipe tunnels that just lead to nowhere. It's also hard to try and set up for encounters without just doing what I'm about to do now and just tell you beforehand, since our movements are kind of awkward due to play by post, so I'll just let you know to set up right before that turn and I'll explain the next spot.
Nigel Flit |
am I in a place that you want us to be? And one thing that I have seen other GMs do is have the players set a standard "marching order" and then when an encounter happens, they will place the characters on the map in that marching order and the bad guys and the players just move themselves from there during combat. Not saying it's what you need to do, it's just an option I have seen and it might make your life a bit easier.
Cornelius "cork" Dornbirk |
Cork reluctantly enters the pipe and crawls through it. "Ever been in the bilge of an old ship?" he asks Goran who is following right behind him. Assuming he is following "In a good ship, the bilge stinks like ... Well, like a sewer. I've had to crawl in that muck once or twice. Kinda like this." Cork's hand slips on a particular slimy patch but he catches himself.
Once out of the pipes he wipes his hands clean on his pants and moves towards the next corner.
GM Fuskee |
The only reason I prefer players move their own tokens is so I know they're still being active. Also I like to give you guys the freedom to stand where you are, and who knows, enemies might come from a different direction than where the marching order is headed. Like in this situation, someone who might normally be at the "back" of the order might not want to be there because of the large open sewer tunnel that is also in that direction.
Vello Tiskan |
"First time being in a sewer or anything like this. My past exploits usually involved street-level stuff in cities or the occasional forest or plains."
Vello follows the group as they make their way down the tunnel.
Goran Baldaros |
Not much call for a priest to go to a sewer...do this is....new to me. This might be a tight fit.... Goran says as he tries to squeeze through the pipe. He gets up and scrapes off a bit of the muck. I'm going to need a bath or ten after this.... on phone...stupid router....cant move token...can you move be up please...ty!!
GM Fuskee |
At this point we will go into initiative, once again don't take this as a sign to go and fight this is just for other miscellaneous happenings going on. :P
Fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimens—sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.
This description is after you turn the corner, it's that rubble looking area up ahead.
Rayquaza Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Vello Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Jerbrick Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Cork Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Goran Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Nigel Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Round 0!
Knowledge (Nature) DC 15 for more information.
Everyone can take a turn doing whatever, moving up, whatever you want. If anyone triggers anything or if anything happens I will figure out how the turns went in order and go from there. So like if Cork triggers something and Nigel had an action lined up, we would take back Nigel's turn and go in order once I need to slow things down. Until then, everyone take one turn of actions!
Stuff, hehe: 1d10 ⇒ 4
Vello Tiskan |
Knowledge (Nature) DC 15: 1d20 + 7 ⇒ (19) + 7 = 26
Vello continues to move forward, until he reaches the corner and spots the strange fungus and mushroom person. He pulls back to hide himself, with only his head poking around the corner to observe the situation.
Cornelius "cork" Dornbirk |
Cork moves carefully along the walkway. He draws his cutlass just to be ready in case anything jumps out at them. He steps up just behind Vello. "What's wrong? Why aren't you going around the corner?"
GM Fuskee |
Vello can tell you all that the fungus area looks more like a garden than just random sprouts of fungus, it seems to be organized and tended to.
Vello can also tell you that the blue fungus hanging around the garden is azure fungus. It will slowly build up a charge and then release the charge in a pretty violent shock explosion every once in awhile. It does have a weakness to cold which disables it for an hour and it can also be scraped off of the walls but remember, any contact with it will shock you.