Castiel Graveclaw
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my bad. Betsy will go after the smoke tosser using her nose to pinpoint the guy.
-Posted with Wayfinder
Zinkyudo
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In the smoke and confusion, Zinkyudo slips his bow off his shoulder and takes a quick step to the side, then looses an arrow into the smoke, confident the man means no good.
Longbow attack, PBS, bless: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Longbow damage, PBS: 1d8 + 3 ⇒ (5) + 3 = 8
Miss chance (if applicable), low is bad: 1d100 ⇒ 18
GM Sior
|
The man is still in the same spot, so Betsy has no trouble finding him.
Teric casts bless on the party as the thug throws the smoke pellet to the ground.
Castiel sends Betsy after the thug. Feel free to roll any surprise round partial charge attacks she makes.
The man's presence exposed, Zinkyudo looses a bolt which lodges itself in the man's shoulder.
Torg meanwhile rushes towards the sounds of commotion. Feel free to move your token where you wish to be.
Teric is up again, full round. Xan-Tie can un-delay if he desires.
Order
?????
Zinkyudo - Arrow!
Xan-Tie - Delay
Teric - ____
Torg - Running
Thug
Borax
Castiel
Xan-Tei Shun
|
Xan-Tei fires his bow at the enemy!
Flurry: 1d20 + 3 ⇒ (6) + 3 = 9 for Arrow: 1d8 + 3 ⇒ (6) + 3 = 9
Flurry: 1d20 + 3 ⇒ (11) + 3 = 14 for Arrow: 1d8 + 3 ⇒ (6) + 3 = 9
GM Sior
|
Xan-Tie's arrow fells the bloke and he bleeds out in the bushes.
The noises of movement from within seem to escalate a bit, coming to a point when a little girl screams quickly before being muted again.
Borax and Castiel are up
GM Sior
|
The man has nothing but a shortsword, shortbow, 10 arrows, and padded armour on his person.
Castiel Graveclaw
|
Drawn like a hero to a woman's cry of help Betsy and Castiel run inside, weapon at the ready. They will try to find the girl.
"Do not worry lady, help has arrived." he roars inside.
-Posted with Wayfinder
Teric Cain
|
Teric follows the others inside.
Cast Open/Close on the door if it's not already open. If it is, then he will cast Light once inside.
GM Sior
|
Castiel race into the house to find it dimly lit from the upstairs sconces. In the light up on the landing, he and Betsy see.... Borax? With a snide grin, Borax looks down at you. He calls to the house, "Slaughter these idiots and get to secure locations afterward. I've spared the children." The investigator smiles evilly, and his magical disguise fades away to reveal a handsome older man with a ponytail. "After all, there's nothing more compelling than a living witness." He then calls out reassurances to the children in his own rough, masculine voice, as though he were there to save them, and heads back toward the right upstairs.
Order
Mysterious Man
Zinkyudo
Xan-Tie
Teric
Torg
Thugs
Borax
Castiel
Zinkyudo
|
Zinkyudo rushes in the door and up the stairs after the Borax impersonator.
Double move inside. Can we see anyone else in the room that the snide man is talking to? And can se see any children?
GM Sior
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Due to the elevation difference and the angle, you can't get a good view inside the room.
Teric and Torg are up
-Posted with Wayfinder
Borax Bulan
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"Slaughter these idiots and get to secure locations afterward."
Ooo. That's some good impersonation work. I'd have to give you a +5 circumstance modifier on the dialogue
Teric Cain
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"After him! We can't let him escape." Teric strides into the room after the others. He touches Torg's shoulder, blessing him further.
Cast Guidance on Torg. +1 Competence Bonus on a roll in the next minute.
GM Sior
|
As everyone enters the foyer area, the doors to the left open and two thugs come out, trying to tumble around the dinosaur to flank it.
Tumble for North: 1d20 + 6 ⇒ (6) + 6 = 12
Tumble for South: 1d20 + 6 ⇒ (15) + 6 = 21
The one to the south is able to avoid the dino, but not the one to the north! (AoO as you see fit, though don't know what trick she's currently performing. Defend? Seek?)
Assuming the guy survives his AoO and can flank, the two men take up positions and stab at the reptile!
North: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
1d6 ⇒ 5
South: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
1d6 ⇒ 2
Finally, the thug which opened the door takes a five foot step and also slashes at the beast before him.
West: 1d20 + 1 ⇒ (16) + 1 = 17
1d6 ⇒ 6
Order
Mysterious Man
Zinkyudo
Xan-Tie
Teric
Torg
Thugs
Borax
Castiel
Borax Bulan
|
Borax leaves the fallen man and enters the doorway to the manor. Upon seeing the thugs, Borax stops just outside the door, taking advantage of his whip's reach, he lashes out, hoping to disarm the closest man.
Whip (disarm): 1d20 + 5 ⇒ (7) + 5 = 12 + Inspiration Usex2: 1d6 ⇒ 6
Total is 18 as I a whip is a disarm weapon and gets +2 on disarm attempts. Since I'm not adjacent, no AoO for using disarm without Improved DIsarm
Castiel Graveclaw
|
well as a combat trained carnivore I'm guessing she would defend herself if armed men came to surround her. Both betsy and Cas start with the guy on the north, cas could switch to the south fella.
aoo bite: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d6 + 6 ⇒ (6) + 6 = 12
After being hit Betsy turns to her attacker and bites and claws at him.
bite: 1d20 + 4 ⇒ (9) + 4 = 13
dmg: 1d6 + 6 ⇒ (1) + 6 = 7
claw: 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d4 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 1d4 + 6 ⇒ (4) + 6 = 10
Castiel hears his companions roar and turns to attack the armed men with a snap of his jaw and a swing of his hammer, switching targets if he drops one.
bite: 1d20 ⇒ 20
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
hammer: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d12 + 6 ⇒ (12) + 6 = 18
-Posted with Wayfinder
confirm: 1d20 ⇒ 4
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
GM Sior
|
The man to the north does not even get to attack because Betsy puts him down before he gets into position!
Borax comes in and easily disarms the southern man, causing him to drop his sword at his feet.
Betsy turns to face the man to her left and mauls him, leaving the unarmed man to Castiel, who easily dispatches him with toothy justice.
On the top floor, those on the stairs can see the door close to the room which the man went into. You hear him speaking that he is "here to save you from those vile interlopers, probably just doing the circus' dirty work for them".
Suddenly, over the sides of the railings, two little sacks are tossed at Zinkyudo and Xan-Tie, their throwers revealing themselves as they leave the cover of the guardrail!
Touch on Zinkyudo: 1d20 + 2 ⇒ (16) + 2 = 18 You are entangled by the tanglefoot bag, Reflex save DC 15 to avoid being glued to the floor.
Touch on Xan-Tie: 1d20 + 2 ⇒ (14) + 2 = 16
Party up!
Castiel Graveclaw
|
"We need to take him away from the witnesses and show those poor kids his true face, otherwise the whole town will be against the circus." Castiel says to the others as he starts to climb the stairs with Betsy in tow. At the top of the stairs he orders Betsy to attack the man on the right, thinking she would only scare the poor kids.
handle animal: 1d20 + 6 ⇒ (5) + 6 = 11
takes me double movements to get everyone in position
Zinkyudo
|
Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
Though he’s struck by the gooey mass, Zinkyudo manages to avoid getting completely glued to the stairs. He takes an awkward step up the stairs, then turns and fires two arrows at his attacker.
5-foot step, then flurry.
Flurry with Longbow, PBS, gooey (-2 to hit AND -4 to Dex): 1d20 + 3 - 2 - 2 ⇒ (7) + 3 - 2 - 2 = 6
Longbow damage: 1d8 + 3 ⇒ (6) + 3 = 9
Flurry with Longbow, PBS, gooey (-2 to hit AND -4 to Dex): 1d20 + 3 - 2 - 2 ⇒ (16) + 3 - 2 - 2 = 15
Longbow damage: 1d8 + 3 ⇒ (7) + 3 = 10
Xan-Tei Shun
|
Assuming the stairs are difficult terrian, the monk take a few steps and fires an arrow at the man that tried to tangle him!
Bow: 1d20 + 4 ⇒ (13) + 4 = 17 for Arrow: 1d8 + 3 ⇒ (1) + 3 = 4 I made no adjustment for any cover the railing may grant, though if the stairs are not difficult terrain I can move to a point that avoids it.
Borax Bulan
|
Borax strides forward and then stops as he sees Zinkyudo covered in glue.
"One moment, I'll have that glue dissolved in short order."
Borax's hands find a special vial on his bandolier containing alchemical solvent.
Suggest Zinky delay next round to give Borax a chance to apply the solvent.
GM Sior
|
Zinkyudo, as you can only move half speed a five foot step is not possible. Especially goig up stairs.
And that is correct, Xan-Tei. Difficult terrain going up, no penalty going down unless charging or running. At least, that's how I understand stairs.
-Posted with Wayfinder
Zinkyudo
|
I actually checked, and the PRD says stairs are only difficult terrain if they're called out as being especially steep, which is why I thought I could 5-foot step. I agree that I can't because I'm at half-speed, now that you mention it, but the stairs shouldn't be treated as difficult terrain for the non-tanglefooted among us. I've moved my token back where it was before I 5-foot stepped.
Zinkyudo
|
I don't know that it does either - but since moving through difficult terrain puts you at half speed and precludes a 5' step, I equated the two. Looking at the PRD again, it says:
"You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature. You may not take a 5-foot step using a form of movement for which you do not have a listed speed."
I don't see anything in that language that would preclude it, so I guess I can 5-foot step. It's not a big deal in this situation, but it's useful to know for the future.
Teric Cain
|
Remember Bless!
Teric looks at Zinkyudo and Xan-Tei blocking the stairs and then back up to the men who threw the tanglefoot bags. He points to the one on the left and fires a blue freezing ray at the man.
Touch Attack (melee): 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Effects Active:
Bless (all)
Guidance (Torg)
GM Sior
|
Zinkyudo's first arrow goes wide while the other embeds itself into the railing in front of the man!
Xan-Tie, however, manages to clear the cover and stick the man on the left with an arrow.
Teric's ray of cold energy hits the railing and leaves the man rather comfortable.
Torg, meanwhile, heads up the stairs and engages the man on the left.
Borax moves up to free the feathered archer.
Castiel and Betsy meanwhile move up to engage these new men.
Consoling words are heard through the door by Torg, still urging the children to "not fear, but these ruffians will be taken care of in short order."
The two men on the landing draw and swing their shortswords at their targets.
Shortsword on Torg: 1d20 + 3 ⇒ (18) + 3 = 21
1d6 + 2 ⇒ (3) + 2 = 5
Shortsword on Betsy: 1d20 + 3 ⇒ (12) + 3 = 15
Party up!
Zinkyudo
|
Zinkyudo waits impatiently for Borax to apply the contents of the vial he's holding, and even more impatiently for the solvent to act on the sticky goo impeding him. While he's waiting, he grows impatient and launches an arrow at the man who threw the goo at him.
Thanks, Borax. Alchemical solvent takes 1d4+1 rounds to work, tanglefoot bags' effect ends after 2d4 rounds, not sure which will solve the problem sooner.
Once the solvent is on, move up the stairs and fire a single arrow.
Longbow attack, PBS, bless, gooey (-2 to hit AND -4 to Dex) : 1d20 + 4 + 1 - 2 - 2 ⇒ (18) + 4 + 1 - 2 - 2 = 19
Longbow damage, PBS: 1d8 + 3 ⇒ (1) + 3 = 4
Torg Ice-Breaker
|
"I'll show you 'ruffian'."
Torg tries to punch the man that stabbed him but the insult of his boss throws his aim off.
Power Attack: 1d20 + 5 + 1 + 1 - 1 ⇒ (3) + 5 + 1 + 1 - 1 = 9
Nonlethal Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Borax Bulan
|
Borax moves forward and applies the glue and tries to determine how long it will take to dissolve the tanglefoot bag.
Craft Alchemy: 1d20 + 10 ⇒ (4) + 10 = 14
Zinkyudo
|
Here's a roll for the duration of the original tanglefoot bag goo: 2d4 ⇒ (4, 1) = 5 rounds. So after next round I'll be out of it, due to Borax's solvent. Thanks again, Borax!
Borax Bulan
|
The investigator is a true support class so I try to fulfill that role since I suck at combat. Plus, I get all these things at 1/3 the cost so it makes more sense for me to have them and use them than others.
Castiel Graveclaw
|
Castiel runs in the room with the man and the kids. "Do not believe him kids. He is a shapeshifter and the real perpetrator! " Cas says as he swings his hammer.
attack: 1d20 + 6 ⇒ (12) + 6 = 18
dmg: 1d12 + 6 ⇒ (10) + 6 = 16
Meanwhile Betsy bites and claws the fighter.
bite: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 1d6 + 6 ⇒ (5) + 6 = 11
claw: 1d20 + 5 ⇒ (13) + 5 = 18
claw: 1d4 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 5 ⇒ (8) + 5 = 13
claw: 1d4 + 6 ⇒ (1) + 6 = 7
-Posted with Wayfinder
GM Sior
|
Borax administers the solvent to the goop which starts to sizzle and dissolve at a rapid rate.
Zinkyudo weakens the man who threw the tanglefoot bag at him while Betsy claws him down until he collapses! Teamwork in action!
Xan-Tei and Torg, sadly, have no luck in injuring the opposite man.
Castiel Graveclaw
|
retcon to try and open it or try to bash it down?
-Posted with Wayfinder
Castiel Graveclaw
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the one the baddie went into :)
str: 1d20 + 4 ⇒ (13) + 4 = 17
-Posted with Wayfinder
GM Sior
|
Sorry I was unclear. Meant were you opening or bashing? Either way, something happens, but I must consult my notes, so I shall post when I get home.
-Posted with Wayfinder
Teric Cain
|
Teric climbs the stairs and casts a spell to open the door the man fled into.
Move to top of stairs and cast Open/Close.
Effects Active:
Bless (all)
Guidance (Torg)
GM Sior
|
As soon as the door is opened, the man can be seen further into the room standing atop a dresser... until he throws a pouch of powder at the ground behind Castiel!
Targeting intersection 5 ft behind Castiel
Touch AC 5 with cover and range penalty: 1d20 + 5 - 4 - 2 ⇒ (6) + 5 - 4 - 2 = 5
It explodes on impact in a flash of brilliant light! DC 13 Fortitude save or be blinded for Castiel, Torg, and Zinkyudo.
The remaining rogue is left with Torg in front of him, so swings at him!
Shortsword: 1d20 + 3 ⇒ (1) + 3 = 4 Ha, not even if Torg's blinded...
Order
Rogues
Xan-Tie
Teric
Torg
Borax
Zinkyudo
Mysterious Man
Castiel
Forgive the finagling of the order. Everyone but Castiel up!
Borax Bulan
|
Borax makes his way to the top of the stairs and tries to whip the remaining thug's weapon free
Disarm (not including any penalties that may apply): 1d20 + 5 ⇒ (3) + 5 = 8