Jarreck Lightfoot
|
"Most likely, I found it in a cave within a cave sporting a dead body separated by a watery tunnel. Sounds like a cheerful fellow. Reclusive enough to make Mort look like a socialite."
Jarreck will relate all he was able to see, which so far as I know ATM is a shadowy character in the room that was facing away from him..
| GM Niles Iron Gods |
No, sorry Seven. It's dark and Jarreck's light source is candle sized, and he was like 30' from it. However, I'll give you this. Jarreck is sure that the thing moved so little it can't be alive.
| Seven.teen |
"Apparently Jarreck ghosted past something, possibly an undead. We shall have to take suitable precautions." stated Seventeen flatly.
Erm do we have access to protection from evil? Seventeen doesn't know that one, although she could summon a Hound Archon which has constant magic circle against evil... What about other anti undead stuff? Do we have access to restoration?
| Mortimer 'Mort' Burrwaddle |
Mort just shrugs with his wings as Jarreck mentions him being not so cheery or social.
He ruffles his feathers and bobs his head as the others talk about it being undead.
I've got some Lesser Restorations prepared.
Jarreck Lightfoot
|
"If we're to take on that thing it would be better to have it come to us instead of the other way around. We should set up in the first cavern and I'll go for another swim and get its attention. If we weren't looking for the robohack I'd say forget about it or just frag it. Don't want to blow what we're searching for to pieces though."
Niles how long has Jarreck been invisible or how long does he have left? I guess is more important.
| GM Niles Iron Gods |
I really wasn't keeping track, but lets say the entire scouting mission took 10 minutes.
| Seven.teen |
It's true we came here for the robojack. Part of me wants to explore this - but it could be a distraction. @Jarreck the invisibility would have faded, let me know if you want Seventeen to cast it on you again, she usually doesn't run out of 2nd level spells for what it's worth.
Jarreck Lightfoot
|
she usually doesn't run out of 2nd level spells
That's good to know I tend to hold onto things and not burn them
but it could be a distraction.
Wouldn't be the first time
"I'm already wet you'll just have to get a bit dirty, I think I can outrun it back through the first tunnel, but if it has any speed I don't want to be scrambling through this tunnel to get out when it grabs my foot"
| Seven.teen |
Mort? Guaire what do you want to do? Should we attack the possibly undead thing?
| Mortimer 'Mort' Burrwaddle |
Sure, I'm gonna heal up first then
Mort's wings begin to glow as he heals up some of the damage he has taken the day before.
3 Lesser Restoration: 3d4 ⇒ (1, 4, 4) = 9
| Seven.teen |
It had been decided to do battle with what might possibly be an undead, so Seventeen rummaged through her pack for a parcel of scrolls she had penned earlier. She began casting from them by whispering the very final phrase of the enchantment contained with in, as she did so the scrolls flared with a golden light which settled on each of the party in turn!
She's using Heroism on all of the PCs It's CL 6 so it'll last 1 hour.
Once that was done she asked Jarreck, "Let me know when you are ready to go again, I can cloak you in shadows as before. I'll also summon up some assistance from the higher planes..."
She whistled and a pair of hound archons suddenly appeared through a temporal rift which rapidly closes up before vanishing in little motes of sunshine.
How many hound archons?: 1d3 ⇒ 2
The well-groomed canine-headed humanoids bowed and started chanting something in celestial before administering blessings to everyone.
They get aid at will at CL6, they'll cast that on everyone incluing Spike and Isuma.
Temp HP Guaire: 1d8 + 6 ⇒ (7) + 6 = 13
Temp HP Isuma: 1d8 + 6 ⇒ (8) + 6 = 14
Temp HP Jarreck: 1d8 + 6 ⇒ (5) + 6 = 11
Temp HP Mort: 1d8 + 6 ⇒ (5) + 6 = 11
Temp HP Seventeen: 1d8 + 6 ⇒ (5) + 6 = 11
Temp HP Spike: 1d8 + 6 ⇒ (3) + 6 = 9
I guess we're ready to go in?
Jarreck Lightfoot
|
Going to hope that overkill, but good with it all the same
Once inside the first cavern with the others, "Cloak me in the shadows of your magic please."
Turning he will go wade back into the water and swim through the tunnel once more, rising up slowly again to see where the creature remains. I imagine anything looking at the water will see what looks like multicolored willow-wisp rising from the water
stealth+invisibility: 1d20 + 15 + 20 ⇒ (20) + 15 + 20 = 55
Removing his daggers under water to mask their sound Jarreck creeps forward from the water's edge, staying along the water's edge a moment to line things up then rushes forward to attack what he thinks can only be an undead monster. The dead should remain dead, not pervert the world of the living
Rage 1/14 +4 Str&Dex - AC 21
acrobatics: 1d20 + 17 ⇒ (17) + 17 = 34
charge(siccatite dagger(cold): 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24 AC 19 due to charge this round
damage+SA: 1d4 + 7 + 4d6 ⇒ (4) + 7 + (2, 2, 4, 4) = 23 debilitating injury: Bewildered -2 AC, -4 vs Jarreck's attacks Jarreck takes 1pt of cold damage
Rushing forward in the attack Jarreck plunges the dagger in the creature's back and leaves the weapon there, the siccatite will cause 1pt of cold damage each round. Cold damage may not mean much though with the undead
remaining dagger in hand +1 keen adamantine dagger
| GM Niles Iron Gods |
I removed Omo from the game, we can retcon that he is with the Dusklight, protecting and tinkering on it.
Jarreck creeps toward the creature and as he closes the distance he knows that this is no normal enemy. It is certainly some cursed undead creature. Jarreck plunges the dagger in deep and the thing whirls and with a dry, rasping voice says So you live still, eh, Benoche? This is as far as it goes. It ends here.
Guaire: 1d20 + 3 ⇒ (11) + 3 = 14
Seven.Teen: 1d20 + 3 ⇒ (2) + 3 = 5
Mort: 1d20 + 2 ⇒ (14) + 2 = 16
Jarreck: 1d20 + 4 ⇒ (18) + 4 = 22
Isuma: 1d20 + 6 ⇒ (2) + 6 = 8
Nemgedder Janz: 1d20 + 11 ⇒ (20) + 11 = 31
Round 1
Nemgedder Janz spins, drawing two pistols and firing point blank at Jarreck Pistol 1: 1d20 + 14 ⇒ (20) + 14 = 34 Pistol 2: 1d20 + 14 ⇒ (11) + 14 = 25 Pistol 1.2: 1d20 + 9 ⇒ (19) + 9 = 28 Pistol 2.2: 1d20 + 9 ⇒ (18) + 9 = 27 Pistol 1.3: 1d20 + 4 ⇒ (1) + 4 = 5 Confirm 1.1: 1d20 + 14 ⇒ (17) + 14 = 31 Jarreck is blasted by the sonic pistols for 5d8 + 35 ⇒ (1, 5, 6, 3, 2) + 35 = 52
Jarreck
Mort
Guaire
Isuma
Seven
Okay, Good guys are up. Places yourselves where you want ot be on the map. Jarreck is really the only one in "combat" atm.
| Seven.teen |
Uhh I hope we wouldn't have just let Jarreck swim into there alone. Seventeen would want the hound archons at least to go with him. They can turn into wolves and swim quite strongly I'd assume, and presumably help her along. I'll post her actions after I see what Jarreck wants to do.
Jarreck Lightfoot
|
not sure that they would have wanted to swim through an underwater tunnel
The undead creature reacted much faster than Jarreck had intended, emptying shot after shot into him; each shot pushing him further and further back towards the water.
"I'm not your Benoche, think I'll be going"
turning he takes a few strides before diving into the water, aiming for where he knows a tunnel remains, hoping possibly beyond hope that the creature would miss with any follow up shots.
Withdraw!
| GM Niles Iron Gods |
Since you're in combat you gotta roll a Swim check. Also, people, arrange your tokens like you want them. When Round 2 kicks off where you start is where you start...
| Seven.teen |
Guaire, Mort, what are your intentions? Let's not let Jarreck get killed due to poor communication :) Seventeen plans to fight this thing, but we need to decide where. I.e. should we all be inside the small cave?
Jarreck Lightfoot
|
Requested swim check
swimsink check: 1d20 + 6 ⇒ (2) + 6 = 8
| GM Niles Iron Gods |
Jarreck Lightfoot
|
will spend the Hero point to add the +4 to the roll since I already know what it is. Think I will need a two checks at least to get all the way through at 1/2 my speed (20')
swim: 1d20 + 6 ⇒ (20) + 6 = 26
swim: 1d20 + 6 ⇒ (16) + 6 = 22
| GM Niles Iron Gods |
Seven, I noticed you put yourself in the pool are you sure...
Round 1
Nemgedder Janz spins, drawing two pistols and firing point blank at Jarreck. Jarreck is blasted by the sonic pistols for = 52
Jarreck withdraws and dives into the pool, swimming down into the tunnel away from the pistol wielding dead man.
Mort
Guaire
Isuma
Seven
Waiting on erryone else. Isuma isn't getting in the water...shes gonna hangout in the other cave
| Seven.teen |
No I'm not sure. I'd like to know what the others are doing :)
| Guaire |
Guaire heads after his comrades, his 1st move to get into the water.
Swim check 2nd move: 1d20 + 7 ⇒ (14) + 7 = 21
He moves 3 squares.
"Spike, follow me!"
<Grunt>
The pilo comes after him.
Swim: 1d20 + 3 ⇒ (12) + 3 = 15
He peddles after Guaire.
| GM Niles Iron Gods |
Ok guys, I really really really don't suggest trying to fight this thing in the water. But, I mean if you guys are up for a challenge....
| GM Niles Iron Gods |
No, but bullets travel through water pretty effectively. Swords and arrows..not as much.
| Seven.teen |
Seventeen whispers a spell that bends the light around her, cloaking her from view. Patiently she waits by the water's edge waiting for something to happen. She casts invisibility on herself. 3/6 level 2 spells used.
Don't worry Jarreck, the Hound Archons have got your back!
With twin squeaky pops the forms of the Hound Archons waver, blur and suddenly appear in front and behind the undead gunman!
| Mortimer 'Mort' Burrwaddle |
Mort changes into an Aranaea, a giant spider-like being with a definite intelligence behind its eyes.
He crawls up the wall and hangs on the ceiling, waiting for Jarreck and that thing to come out.
If I can take a readied action, I'd like to ready a ranged attack on when Mort can see the dangerous creature pursuing Jarreck.
| GM Niles Iron Gods |
Round 1
Nemgedder Janz spins, drawing two pistols and firing point blank at Jarreck. Jarreck is blasted by the sonic pistols for = 52
Jarreck withdraws and dives into the pool, swimming down into the tunnel away from the pistol wielding dead man.
Mort turns into a giant spider and waits for Jarreck to emerge.
Guaire and Spike decide to hop in the water...
Isuma sights down her Zero Rifle and waits...
Seven orders the Hound Archons forward to engage the enemy...and they do.
Round 2
Nemgedder Janz fires on the Hounds. Blue first FYI, he doesn't provoke for shooting in melee, he has some gunslinger thing that lets him do it with impunity Pistol 1.1: 1d20 + 14 ⇒ (3) + 14 = 17 Pistol 2.1: 1d20 + 14 ⇒ (3) + 14 = 17 Pistol 1.2: 1d20 + 9 ⇒ (1) + 9 = 10 Pistol 2.2: 1d20 + 9 ⇒ (19) + 9 = 28 Pistol 1.3: 1d20 + 4 ⇒ (2) + 4 = 6 hitting three times for 1d8 + 8 - 10 ⇒ (7) + 8 - 10 = 5 1d8 + 8 - 10 ⇒ (1) + 8 - 10 = -11d8 + 8 - 10 ⇒ (4) + 8 - 10 = 2. The Blue Archon is wounded some, but not much. BENOCHE! YOU'LL NOT ESCAPE ME!
Jarreck
Mort
Guaire
Isuma
Seven
Good guys are up
| Seven.teen |
I think I got that right. They currently have 18 str and deal 1.5x str damage with the greatsword. Power attack is -2/+6 on the sword and -2/+4 on the bite. Tentative plan is for them to try and soften him up before retreating.
In a tangle of ferocious snarls and swordplay, the Archons attack! Intelligent creatures, they mob Nemgedder, attacking at the same time, seemingly leaving him no room for maneuver!
Both full attack with: flank, augmented summons & power attack.
Mwk greatsword, primary: 1d20 + 9 + 2 + 2 - 2 ⇒ (17) + 9 + 2 + 2 - 2 = 28Damage: 2d6 + 6 + 6 ⇒ (1, 4) + 6 + 6 = 17
Mwk greatsword, iterative: 1d20 + 4 + 2 + 2 - 2 ⇒ (16) + 4 + 2 + 2 - 2 = 22Damage: 2d6 + 6 + 6 ⇒ (5, 6) + 6 + 6 = 23
Bite: 1d20 + 3 + 2 + 2 - 2 ⇒ (3) + 3 + 2 + 2 - 2 = 8Damage: 1d8 + 2 + 4 + 4 ⇒ (7) + 2 + 4 + 4 = 17
Mwk greatsword, primary: 1d20 + 9 + 2 + 2 - 2 ⇒ (14) + 9 + 2 + 2 - 2 = 25Damage: 2d6 + 6 + 6 ⇒ (6, 6) + 6 + 6 = 24
Mwk greatsword, iterative: 1d20 + 4 + 2 + 2 - 2 ⇒ (19) + 4 + 2 + 2 - 2 = 25Damage: 2d6 + 6 + 6 ⇒ (2, 6) + 6 + 6 = 20
Bite: 1d20 + 3 + 2 + 2 - 2 ⇒ (20) + 3 + 2 + 2 - 2 = 25Damage: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Crit?: 1d20 + 3 + 2 + 2 - 2 ⇒ (14) + 3 + 2 + 2 - 2 = 19Crit Damage: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12
Seventeen waits until she can see Jarreck before whispering a powerful incantation! Suddenly the world seems to slow down as she manipulates the local flow of space time. She's going to try and catch everyone with haste, it might fire round 3 depending on how long it take Jarreck to limp back.
Jarreck Lightfoot
|
I'm guessing Jarreck has no idea the Archons have confronted Nemgedder, from the pop in existence comment above
In pain from the multiple shots to the chest he took, Jarrecks swims through the tunnel, trying to get back to his friends.
Niles, I rolled 3 rounds of swimming above
| Guaire |
"Whoa, Seven, is that one of your guys' battlespeech?"
Swimming more, full round: 1d20 + 7 ⇒ (19) + 7 = 26
As Guaire emerges at the other end....
"Blegh...dirty water down here."
Spike peddles some more: 1d20 + 3 ⇒ (5) + 3 = 8
As he looks back, Guaire sees frantic splashing.
"For all your hotheadedness, you sure are a bad swimmer."
Jarreck Lightfoot
|
I think Mort was delaying for the dead guy to show up in the other cavern, but with more and more people/Archons going to him, in not sure that will ever happen. This plan did NOT survive contact.
| GM Niles Iron Gods |
Round 2
Nemgedder Janz fires on the Hounds. The Blue Archon is wounded some, but not much. BENOCHE! YOU'LL NOT ESCAPE ME!
Jarreck swims strongly back down the tunnel...he sees Guaire going the other way.
Mort hangs out, literally, in the cave.
Guaire swims strongly down the tunnel, he sees Jarreck going the other way.
Isuma sighs heavily at this mismatch in tactics. She vows to talk some sense into these aliens.
Seven's Archons dish some pain, but not that much, to the Undead Gunslinger (His AC is an ungodly 27). Seven waits to see Jarreck.
Round 3
Nemgedder continues firing for effect at the Blue Archon. He lines up one devastating shot.Stranger's Shot: 1d20 + 14 ⇒ (11) + 14 = 25 Damage 1: 1d8 + 8 - 10 + 6d6 ⇒ (6) + 8 - 10 + (3, 4, 2, 2, 4, 1) = 20
Nemgedder growls in fury at the creatures that stymie his attempt to slay his archrival Benoche.
Shield Marshal Temma Benoche awakens after all this time...Nemgedder Janz, you rogue. You stole Maura from me! I'll kill you! Again!
Jarreck
Mort
Guaire
Isuma
Seven
A ghostly skeletal figure arises from the corpse that Jarreck searched. It carries a wispy double barreled pistol and musket.
| Mortimer 'Mort' Burrwaddle |
Is Mort able to climb at the ceiling towards the other side or does he have to swim?
If he can Climb he will climb towards the other side.
Mort skitters on the wall as a ghostly skeletal figure rises in the west of this cave close to Seven. He waits to see what that ghostly man does before he moves into the other cave.
Dealy to see if that man is hostile or not, if not Mort will double move into the cave where Jarreck and Guaire are....
We were setting up a trap and Guaire rushes in blindly....I swear his Pilo has more sense than he does.
| Seven.teen |
I still think a tactical withdraw is the best course of action. We should fight them in the larger cavern.
Finding the undead terribly hard to hit, the pair of archons suddenly step back and vanish only to reappear with loud pops back in the larger cavern!
Cloaked by her magic, Seventeen waits patiently for the battle to enter the larger cavern.
Jarreck Lightfoot
|
A confused Jarreck continues to swim back towards shore, popping up near shore close to Seven, unbeknownst to him.
"Where the bloody hell is Guaire going?" he ask no one in particular.
If he has any movement left Jarreck will exit the water.
| Seven.teen |
Niles? :)
| GM Niles Iron Gods |
Sorry. Incoming.
Round 3
Nemgedder continues firing for effect at the Blue Archon. He lines up one devastating shot.
Nemgedder growls in fury at the creatures that stymie his attempt to slay his archrival Benoche.
Shield Marshal Temma Benoche awakens after all this time...Nemgedder Janz, you rogue. You stole Maura from me! I'll kill you! Again!
Jarreck swims back towards the other side (only 20' movement with a FR action. Swimming is SLOW)
Mort skitters on the wall as a ghostly skeletal figure rises in the west of this cave close to Seven. He waits to see what that ghostly man does before he moves into the other cave.
Guaire swims back towards the other side (only 15' movement with a FR action. Swimming is SLOW)
Isuma trains her Rifle on the ghostly Temma. What is this? she says, clearly spooked by the spook.
Seven waits patiently, as her Archons reappear on this side of the tunnel.
Round 4
Nemgedder plods into the water, not bothering to swim. Just walking along the bottom.
Shield Marshal Temma Benoche howls Nemgedder! You found a new crew! I'll kill you all! Again! and it trains its ghostly pistol on Isuma Boomstick: 1d20 + 17 ⇒ (17) + 17 = 34 Boomstick v2: 1d20 + 12 ⇒ (19) + 12 = 31 Damage: 2d8 + 18 ⇒ (4, 1) + 18 = 23
Jarreck
Mort
Guaire
Isuma
Seven
Ok good guys! You're up
| Seven.teen |
"Illogical. We are no one's crew." notes Seventeen acerbically as she hurries to Isuma's side an whispers a spell. The air around Isuma distorted strangely until she vanished. She then whispered to her, "Don't attack yet, that will break the cloaking magic." She casts invisibility on Isuma 4/6 level 2 spells cast.
In draconic one of the archons shouts "ఒక మరణించిన తరువాత వచ్చిన సాయుధ ఈ విధంగా వస్తోంది, మేము అతనిని కేవలం హిట్ చేయవచ్చు."
They then chant a blessing on each other in celestial!
They cast Aid on each other. Temp HP: 1d8 + 6 ⇒ (2) + 6 = 8
Upon hearing them Seventeen shouts in common, "Warning, there's an undead gunman coming this way, the archons could barely hit him"
| Guaire |
"Get your act together, spirit! We are NOT with whatever rival you have a grudge against!"
Perception, ways to block off the passage?: 1d20 + 12 ⇒ (3) + 12 = 15
Swim fr: 1d20 + 7 ⇒ (17) + 7 = 24
| Seven.teen |
Jarreck? :)
Jarreck Lightfoot
|
Jarreck swims back towards the other side (only 20' movement with a FR action. Swimming is SLOW)
took that to mean Jarreck is still swimming