Marsius
|
The man seems very chatty and excited as you as about the key. "Oh yes, well met. Well met. I am Doctor Ernst Landis." he places special emphasis on the word Doctor as he wants to make it well known. He looks back at the key. "I just love historic artifacts. Don't you?" He goes on for a short bit about relics of the past before getting back on subject. "This key is said to have great historical significance, and that it was created by Emperor Xin to unlock a temple of seven paradises."
Very much. Marisus agrees with the doctor. The nagaji listens as the curator describes his own reaserch and theories about the artifact. Interesting. Xin, he believed in 7 tenets, correct? What were they? Charity, rest? Marisus trails off and shakes his head. Ah, I am sure you know more than I. I have only been to Varisia a few times before, but I have come across one other Thassilonian place while here. It seemed to be a place for conjuring and study: in the past they considered that 'sloth', yes?
Are you here to bid on the key? I could imagine it may make a fine item in your Museum.
Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25
| Shifty |
***OVERSEER POST***
The cathedral’s sexton calls everyone’s attention “The pre-auction gala has ended; all must leave the cathedral immediately. Thank you for attending and we’ll see many of you back here for the auction.”
You return to the Heidmarch Mansion. The theater is filled with your fellow Pathfinders, all buzzing with excitement. Sheila Heidmarch, raises her hands and quiets the room before speaking. “Well my colleagues, I trust you were successful this evening? Anyone have information to share? Let’s see some hands.”
A dwarf clad in full plate with a great hammer on his back calls out ”Aye, we met Rinks, a halfling who said he was acting on behalf of one of his clients. We found out that he has spent the last few months here in Magnimar betting on the bullfights at the Matador’s Lodge. He was not as lucky as most of his kind and has run up a sizable debt with the lodge’s owner, Master Basaale Minvandu. The halfling is staying in the Old Fang Inn”
A couple of humans push a grippli forward ”Quon here also has to report something” they say. The grippli turns a brighter shade of green and then softly starts speaking ”I am afraid we made a bit of a mess at the gala. That Chelaxian woman, Zimandi Kaddren, found out that we are with the Pathfinder Society and she immediately stormed off in anger, saying that she would take every effort to outbid the Society at the auction.” The grippli seems to have found his voice as he continues ”We asked around and we discovered that her parents vanished during an expedition to a mysterious fortress known as Viperwall in central Varisia. I think that she blames the disappearance of her parents upon the Pathfinder Society.”
A famous halfling jumps on a table ”I am Lem and I can report that the curator of the Museum of Ages is also interested in the artifact! Doctor Landis has secured a donation for the key. He thinks it is an item of great historical significance, and that it was created by Emperor Xin to unlock a temple of seven paradises. I would have expected that Nigel Aldain of the Blakros museum would also be present, but I did not see him. That is all for me!”
A human woman calls out, the symbol of Iomedae obvious on the buckler that she has strapped to her left arm. On the same hip she has an Aldori duelling sword. ”I talked to two women dressed in travellers’ outfits. Both had with thick Varisian accents. They introduced themselves as ‘the Duchesses’ and said they live in Ordellia where they work as caravan guards. Beyond that, they had little to say.”
A servant rushes in and hands Sheila Heidmarch a note ”Give me a moment, this is probably important, otherwise Jacob here would not have disturbed us”. She reads the note and briefly ponders it for a moment.
“Well, my friends, it seems Desna smiles upon us. My sources have just informed me that the Aspis Consortium has fewer funds than we first imagined. Thus, they have sent word to an ally in Korvosa to ship them more gold. Fortunately, I still have a few spies in Korvosa. A few days ago, the Consortium hired a Varisian caravan to carry a sizable shipment of gold to Magnimar, presumably to help them secure the Runecarved Key’s purchase.”
“The caravan was traveling along the Yondabakari River and should be nearing the outskirts of the city in a few hours. I need you to ride out to the caravan before it gets within sight of the city walls and ensure that gold never reaches the Aspis Consortium at Bronze House. Take whatever gold you can, but try not to draw attention to yourselves as Pathfinders. It’s bandit territory out there anyway, so caravan raids aren’t uncommon. That said, rest assured the caravan will be armed. As soon as you’re finished, hurry back here. We don’t want Maiveer Sloan to catch on to our plot. I’ll send a white raven to signal you to return before the situation becomes too risky.”
Table GMs, you should start encounter 2.
GM Tyranius
|
Several miles outside of the city walls, a side trail branches off and away from the Yondabakari and winds south into a forest of ancient evergreens. Off to the side of the path, nestled into a deep pocket of spruces, sleeps a small Varisian caravan, only two wagons strong.
A single Varisian mercenary scouts the immediate vicinity of the encampment. A pair of unarmed Varisian wagon drivers and the remaining hired mercenaries sleep around the campfire.
Also need to know where you are keeping your wayfinders. map is posted above.
Rallas Linnderil
|
perc: 1d20 + 13 ⇒ (9) + 13 = 22
Rallas mutters under his breath.The wheels...Aspis... to hs colleagues as it passes.[b/ We must be vigilant...[/b]
my wayfinder will be in a pocket underneath my armor
Kiboko
|
Kiboko borrows some saddlebags from Heidmarch manor, and with much reluctance, apologising, and many promises of delicious food, fits them to Mvumbu in order to carry off the Aspis gold.
Kiboko hides his wayfinder in his backpack.
Kiboko activates his Wand of Heightened Awareness on the approach to the camp. And will burn the spell for the +4 bonus to initiative when combat begins.
Take 10 on Perception for 23 (with Heightened Awareness).
"We should take out that scout first."
Activate animal focus (owl), and switch Mvumbu's animal focus to owl.
stealth: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Kelumur
|
"If only a single mercenary remains guard, perhaps it would be in our interest to take him out swiftly under the cover of night before he alerts the rest."
No wayfinder on persons.
Marsius
|
Oh yeah 'wayfinders'... (Marsius doesn't have one right now :P
Taking the one out quickly would likely be best. Marsius agrees. But try to only knock him out if you can. These mercenaries have merely been hired for a job; Pathfinders have done many mission with similar tasks.
The nagaji will stay hidden in the bushes for now, carefully watching to see how his quieter allies ambush the patrolling guard.
Kramac
|
Kramac will cast Heightened Awareness as well, and burn it for the 4 initiative when we start. Also, when we spot the fire in the distance, he will cast Expeditious Retreat on himself. Wayfinder is tucked safely away in his pack.
Take 10 on perception for 21
Kramac is not so stealthy. Perhaps those of you who are can go get the drop on the guard? Kramac will stay by the caravan to engage the other guard if they are alerted.
Kelumur
|
Kelumur nods at Kramac, and signals the for Kiboko and Rallas to follow through. He stealthily makes his approach, and keeps himself keen on his surroundings as he has two daggers drawn. He clearly does not take any risk, and does not heed Marsius's suggestion to go non lethal. He waits for everyone to get into position before striking a blow to the guard.
No one has silence prepared, Bummer... If he is successful to get into position, he will wait for the others and attempt to attack the man simultaneously, to take him out before he is able to call for help. If anyone has other ideas, Kelumur will stop in his tracks to listen to the ideas.
Stealth: 1d20 + 15 ⇒ (9) + 15 = 24
Mwk Dagger, TWF: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10S/P/Sneak: 1d4 + 6 + 3d6 ⇒ (2) + 6 + (3, 2, 6) = 19
Mwk Dagger, TWF: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21S/P/Sneak: 1d4 + 3 + 3d6 ⇒ (1) + 3 + (6, 2, 2) = 14
If treated as surprise round, ignore second attack and +3 to hit on first attack.
Kiboko
|
Kiboko and Mvumbu travel along with Kelemur, keeping to cover and going quietly, then striking from the undergrowth.
Use Hunter Tactics to switch Pack Flanking for stealth synergy, then moving up and attacking. Have moved on map.
stealth synergy, kiboko: 1d20 ⇒ 11
stealth synergy, Mvumbu: 1d20 ⇒ 2
This gives Kiboko a Stealth result of 22, and Mvumbu a Stealth result of 21 thanks to Owl focus..
If we fluffed the stealth attempt, obviously disregard the attack rolls for both Kiboko and Mvumbu.
Kiboko draws his greatsword as he goes, and switches from Owl to Bull animal focus for him and Mvumbu when they attack (swift action).
surprise (?) attack vs guard, bull focus, power attack: 1d20 + 10 + 1 - 2 ⇒ (6) + 10 + 1 - 2 = 15damage: 2d6 + 8 + 6 ⇒ (2, 4) + 8 + 6 = 20
Also not attempting nonlethal. Kiboko won't CDG these guys, but they took a guard job and they're armed, and they're working for the aspis.
| Mvumbu |
Stealthy as a jungle cat (!), Mvumbu stalks her enemy alongside her friend Kiboko.
At Kiboko's quiet instruction, Mvumbu attempts to entangle the guard by snagging him with her tusks. Tangling Attack, skirmisher trick learned via Hunter.
surprise (?) chomp vs guard, bull focus: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17damage, whetbone: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 + entangled for 1 round if hit.
Rallas Linnderil
|
Rallas pulls out his large blade and smioes grimly. He sneaks toward the guard and brings the blade down in a savage downstroke.
stealth: 1d20 + 13 ⇒ (9) + 13 = 22
attack: 1d20 + 11 ⇒ (14) + 11 = 251d10 + 7 + 6 ⇒ (6) + 7 + 6 = 192d6 ⇒ (1, 3) = 4using power attack as well
/Amelia Rose/
|
No wayfinder
Amelia is interrupted in finding out more about the Doctor by the closing of the Gala.
She listens with alternating emotions as various Pathfinders enumerate their successes or failures, then swiftly gears up when ordered to intercept the caravan. One the way, she mentally tallies her gear and sorts what she may need, all while casually rereading her spell book to make sure her spells were ready. Reaching the woods, she draws out a wand and taps herself with it, before silently offering it to anyone else in the party as well.
Mage Armor
As the sneakier elements of the group separate off to handle to guard, Amelia considers her spells, but instead draws her sword and keeps an eye on the mercs.
"Even if they let us go with the gold, we will have to secure them somehow. I'm not advocating unnecessary bloodshed.. but we need to make it look like a bandit attack did this.."
She quietly moves slightly to the right, giving her a better view of the sleeping men.
GM Tyranius
|
Haha. Stealthy Hippo. Love it. Also had 1 too many guards so removed one from the map.
Awake Guard Perception DC 20-24: 1d20 + 8 ⇒ (19) + 8 = 27
Sleeping Guard Perception DC 20-24: 1d20 + 8 ⇒ (4) + 8 = 12
Sleeping Guard Perception DC 20-24: 1d20 + 4 ⇒ (14) + 4 = 18
Sleeping Guard Perception DC 20-24: 1d20 + 4 ⇒ (1) + 4 = 5
Mvumba seems well at home as the hippo, though not nearly as quiet as a jungle cat. Though to be fair Mvumba is able to sneak past the campfire full of sleeping guards and drivers. The massive hippo steps on a small pile of branches. The breaking wood cracks through the chill air and the roving guard spins around, drawing his longbow.
He calls out loud and clear waking the camp. "BANDITS!"
Amelia: 1d20 + 4 ⇒ (3) + 4 = 7
Kelumur: 1d20 + 8 ⇒ (8) + 8 = 16
Rallas: 1d20 + 10 ⇒ (5) + 10 = 15
Kiboko: 1d20 + 1 + 4 ⇒ (17) + 1 + 4 = 22
Kramac: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17
Marsius: 1d20 + 1 ⇒ (4) + 1 = 5
Wagon Drivers: 1d20 + 1 ⇒ (11) + 1 = 12
Mercenaries: 1d20 + 3 ⇒ (4) + 3 = 7
Geed: 1d20 + 1 ⇒ (16) + 1 = 17
Bulette: 1d20 + 6 ⇒ (5) + 6 = 11
Round 1
Kiboko
Kramac
---------------------------
????
---------------------------
Kelumur
Rallas
---------------------------
Wagon Drivers
???????
---------------------------
Amelia
---------------------------
Mercenaries
---------------------------
Marsius
Kramac
|
With his magically enhanced speed, Kramac quickly closes the gap to the sleeping mercenary. Rather than strike with his weapon, Kramac will kick the guard, hoping to prevent from killing the man.
Move to close with the guard, then unarmed strike with power attack and combat expertise for non-lethal damage. AC is 28.
attack,power attack,combat expertise: 1d20 + 10 + 4 - 2 - 2 ⇒ (11) + 10 + 4 - 2 - 2 = 21
Damage, sneak attack, power attack: 1d6 + 5 + 1d6 + 4 ⇒ (2) + 5 + (4) + 4 = 15
Kuumaa
|
Kuuma follows his master's command, and moves to bite the sleeping guard.
bite!, outflank, power attack: 1d20 + 8 + 4 - 2 ⇒ (7) + 8 + 4 - 2 = 17
damage: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Kiboko
|
Kiboko aims to reach the alert guard, passing the fallen tree where there is a break.
Double move, drawing lance as he goes. (Would not have drawn Greatsword until very close to the guard, and he noticed us early. An alert guard!) Kiboko now threatens adjacent with his bite, and at reach with his hooked lance.
Switching Animal Focus to Snake (+2 to AoOs and +2AC vs AoOs).
AoO, bite, power attack, snake focus: 1d20 + 9 - 2 + 2 ⇒ (11) + 9 - 2 + 2 = 20damage, whetbone: 1d4 + 6 + 6 + 1 ⇒ (4) + 6 + 6 + 1 = 17
| Mvumbu |
Asked to attack the enemy, Mvumbu races to intercept the guard She has a move speed of 40, looks like that's just enough if she goes around to the left, through Kelumur's square.
"Moooaarrrgghhh!!"
chomp! vs guard, bull focus, tangling attack: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22damage, whetbone: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Tangling attack causes the Entangled condition for 1 round if Mvumbu hits.
GM Tyranius
|
Kiboko and Mvumba stomp through the underbrush as they charge in and surround the guard. Mvumba bites wih crushing jaws down on the mercenary. He screams in an attempt to defend himself as he jams his longbow in the hippo's mouth. The mercenary manages to break his arm and ends up getting entangled in the toothy maw in the process.
Kramac moves in on the sleeping mercenary and kicks the man awake as his foot smashes into the prone man's face with a sickening crunch as his nose breaks.
Kuumaa snaps down at the sleeping man as he now seems to have peed himself waking p to a kick in the nose and a wolf standing over him. Kuumaa grabs ahold of his leg and gives it a few quick jerks.
A small click is heard from the northern covered cart as an armor plated creature with a toothy maw leaps from the cart. A fin-like dorsal plate rises and quivers from its shoulders as it let's out a shrill screech.
DC 16 Knowledge Arcana to identify.
Round 1
Kiboko
Kramac
---------------------------
????
---------------------------
Kelumur
Rallas
---------------------------
Wagon Drivers
??????? (DC 16 Knowledge Arcana)
---------------------------
Amelia
---------------------------
Mercenaries (Red -8; entangled)(Blue -15; 15 NL)
---------------------------
Marsius
Kramac
|
knowledge arcana, monster lore: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
On the nose!
Kelumur
|
Before the enemy reinforcements can react, Kelumur chooses to quickly engage them. Swiftly he moves towards one of the drivers and attempts to put him out.
Mwk dagger: 1d20 + 11 ⇒ (19) + 11 = 30S/P/Sneak attack: 1d4 + 6 + 3d6 ⇒ (1) + 6 + (1, 4, 1) = 13
crit?: 1d20 + 11 ⇒ (11) + 11 = 22S/P: 1d4 + 6 ⇒ (2) + 6 = 8
Move and attack yellow.
GM Tyranius
|
Kramac knows that this is a creature known as a Bulette. Though it looks a bit young. They are able to leap high into the air as well as burrow deep in the ground with ease.
The creation of some unknown arcanist in millennia past, the bulette has bred true to become one of the fiercest predators of the hills. Burrowing rapidly through the earth just beneath the surface, sometimes with its armored fin cutting a distinctive wake behind it, the bulette launches itself free of stone and soil to tear into its prey without remorse, giving rise to the common appellation “landshark.”
Bulettes are notoriously foul-tempered, attacking far larger creatures with no regard for personal safety. Solitary beasts except for the occasional mated pair, they spend most of their time patrolling the perimeters of territories that can stretch up to 30 square miles, hunting game and punishing interlopers with a fury that shakes the hillsides.
Bulettes are perfect eating machines, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate objects, yet for unknown reasons no bulette voluntarily consumes elf flesh—a peccadillo many point to as evidence that elven wizardry was involved in its creation. Dwarves are also rarely eaten by the beasts, though the bulette still slaughters members of either race on sight. Halflings, on the other hand, are among the beast’s favorite meals, and no halfling with any sense ventures into bulette country casually.
The bulette is a cunning fighter, surprising foes with its impressive agility. One of its favorite tactics is to charge forward and launch itself into the air in order to drop on its prey with all four razor-sharp claws extended. Folklore claims that the flesh behind the beast’s dorsal crest is particularly tender, and that those willing and able to wait until the fin is raised in the excitement of combat or mating can target it for a killing blow—yet most who have faced the landshark agree that the best way to win a fight with a bulette is to avoid it entirely.
Rallas Linnderil
|
Should we fight this thing? It looks tough...Rallas says as he advances, but not too close in case the group elects to leave it be.
move action to get beside Kuumaa
GM Tyranius
|
Before they can react Kelumur moves to one of the drivers and slits the man's throat with his dagger. Looking up in shock and fright the man chokes and gurgles on his own blood before passing.
Ralla cautiously moves up beside Kuumaa, unsure of the new foe.
The other driver leaps to his feet, drawing a stick from the fire to defend himself. "Get outta here. We ain't got nothing you be wanting!" he waves the burning stick around in short quick waves.
The chitinous plates on the young bulette quiver, creating an unnerving sound.
Acrobatics: 1d20 + 17 ⇒ (8) + 17 = 25
The magical beast leaps into the air and lands next to Kelumur and pounces on the orc.
Claw 1 vs Kelumur AC 21; leap pounce charge: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage: 1d10 + 4 ⇒ (5) + 4 = 9
Claw 2 vs Kelumur AC 21; leap pounce charge: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
Claw 3 vs Kelumur AC 21; leap pounce charge: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
Claw 4 vs Kelumur AC 21; leap pounce charge: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage: 1d10 + 4 ⇒ (3) + 4 = 7
Round 1
Kiboko
Kramac
---------------------------
????
---------------------------
Kelumur (4/44)
Rallas
---------------------------
Wagon Drivers
Young Bulette
---------------------------
Amelia
---------------------------
Mercenaries (Red -8; entangled)(Blue -15; 15 NL)
---------------------------
Marsius
Kramac
|
As I'm going to bed soon, I'm going to go ahead and pre-post my actions with some instructions
Kramac AoO, outflank, paired opportunist, power attack, combat expertise, nonlethal unarmed strike: 1d20 + 10 + 4 + 4 - 2 - 2 ⇒ (6) + 10 + 4 + 4 - 2 - 2 = 20
Damage, sneak attack, power attack: 1d6 + 5 + 1d6 + 4 ⇒ (2) + 5 + (3) + 4 = 14
Kuuma AoO,paired opportunist, outflank, power attack: 1d20 + 8 + 4 + 4 - 2 ⇒ (19) + 8 + 4 + 4 - 2 = 33
damage, power attack: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
If the guard is out of the picture from AoOs or from Amelia, Kramac and Kuuma will both reposition to attack the bulette. If he is still up, Kuuma will make his attack on the guard before moving over.
Kramac attack, outflank, power attack, combat expertise: 1d20 + 10 + 4 - 2 - 2 ⇒ (20) + 10 + 4 - 2 - 2 = 30
Damage, sneak attack, power attack: 1d6 + 5 + 1d6 + 4 ⇒ (1) + 5 + (5) + 4 = 15
Kramac confirm, outflank, power attack, combat expertise: 1d20 + 10 + 4 - 2 - 2 ⇒ (20) + 10 + 4 - 2 - 2 = 30
extra Damage, sneak attack, power attack: 1d6 + 5 + 1d6 + 4 ⇒ (1) + 5 + (6) + 4 = 16
Due to outflank, this provokes an AoO from Kuuma. And then due to paired opportunist, this provokes from Kramac. Both AoOs are rolled below.
Kramac AoO, outflank, paired opportunist, power attack, combat expertise, nonlethal unarmed strike: 1d20 + 10 + 4 + 4 - 2 - 2 ⇒ (11) + 10 + 4 + 4 - 2 - 2 = 25
Damage, sneak attack, power attack: 1d6 + 5 + 1d6 + 4 ⇒ (4) + 5 + (1) + 4 = 14
Kuuma AoO,paired opportunist, outflank, power attack: 1d20 + 8 + 4 + 4 - 2 ⇒ (10) + 8 + 4 + 4 - 2 = 24
damage, power attack: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Kuuma's Trip attempt, outflank, power attack: 1d20 + 8 + 4 - 2 ⇒ (4) + 8 + 4 - 2 = 14
Kuuma's Attack (either on the guard or the bulette, depending, outflank): 1d20 + 8 + 4 - 2 ⇒ (6) + 8 + 4 - 2 = 16
Damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
trip, outflank, power attack: 1d20 + 8 + 4 - 2 ⇒ (16) + 8 + 4 - 2 = 26
And if none of that makes sense based on the combat situation after Amelia goes, I'll post in the morning.
/Amelia Rose/
|
K. Arcana: 1d20 + 12 ⇒ (2) + 12 = 14
As the group coalesces on the caravan, Amelia gives a quick intake of breath as she sees what just exited the cart. "I don't know what that thing is, but I will concentrate on that!!" she calls out, immediately moving a bit closer and launching into a flurry of spell casting, trying to end the threat to her new friends quickly.
Ranged Touch: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Dmg?: 4d6 + 1 ⇒ (4, 6, 6, 2) + 1 = 19
She finishes the arcane words and throws her hand out towards the beast, emitting a ray of fire from her fingers to streak in and slam against its side.
GM Tyranius
|
Yes, please post ahead if you can. Use spoilers for special circumstances.
Amelia fires a scorching ray that sears a hole though the side plates on the young bulette. The beast turns in anger. It's fury now set on the young elf.
stuck in Mvumba's jaws the mercenary draws his rapier and sticks it in the hippo's throat.
Rapier vs Mvumba AC 25; entangled: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
Confirm Crit: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Meanwhile the sleeping mercenary by the camp draws his own rapier and stabs it upwards at Kuumaa.
Rapier vs Kuumaa AC 22; prone: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
Kuumaa dodges to the left and the man misses his blow. Not enough room to attack and certainly not enough to stand as well as a wolf is directly on him.
Kramac kicks the man in the face one more time. A sickening crunch is heard as the kick ends up breaking the man's neck, killing him.
That crit has so much NL damage go through that the excess became lethal to kill him.
With the man down Kuumaa leaps over the fire. As the wolf does the young bulette turns to bite at the charging wolf.
AoO Bite vs Kuumaa AC 22: 1d20 + 11 ⇒ (6) + 11 = 17
Kuumaa manages to get through unharmed but so does the bulette as Kuumaa can't seem to penetrate it's hard exterior.
Round 2
Kiboko (Mvumba 34/39)
Kramac
---------------------------
????
---------------------------
Kelumur (4/44)
Rallas
---------------------------
Wagon Drivers
Young Bulette (-19)
---------------------------
Amelia
---------------------------
Mercenaries (Red -8; entangled)
---------------------------
Marsius
Kelumur
|
Taking the risk to assume the creature does not have combat reflexes for another AoO. At the start of Kelumur's turn, he will drop a dagger to quick draw his throwing shield and free action to throw it to trip to Bullette. Kelumur's next actions will depend on whether or not it is tripped.
Throwing Shield vs CMD to trip: 1d20 + 11 ⇒ (9) + 11 = 20
Kiboko
|
Kiboko first focuses on the mercenary in front of him.
Switch animal focus to Bull, switch Mvumbu's animal focus to Snake. Begin rage.
bite vs guard, secondary, bull focus, rage, power attack: 1d20 + 4 + 1 + 2 - 2 ⇒ (2) + 4 + 1 + 2 - 2 = 7damage, whetbone: 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7
Kiboko then takes a 5' step back and follows up with his lance.
lance vs guard, bull focus, rage, power attack: 1d20 + 10 + 1 + 2 - 2 ⇒ (9) + 10 + 1 + 2 - 2 = 20damage: 1d8 + 10 + 6 ⇒ (2) + 10 + 6 = 18
End rage. Fatigued until start of next turn. AC=17
"That monster did not escape the wagon on its own! Mvumbu, tafuta!"
Kiboko tells Mvumbu "seek!", using the handle animal trick.
| Mvumbu |
"Mooooaaarrrggghhhh!!!"
Mvumbu is angry and upset at being stabbed, but Kiboko wants her to seek the enemy.
Mvumbu looks around, and sniffs the air, her large mouth gaping open and her nostrils flaring.
Move action to use Scent ability to identify presence of unseen creatures. Normal range is 30'. If she detects anything, she moves towards it. Her AC is 27 vs AoOs this round due to Snake focus.
Kelumur
|
Post in advance as I may be heading to bed soon.
Improve Dirty Trick, Agile Manouvres, dirty trick flanking: 1d20 + 10 + 2 + 4 ⇒ (18) + 10 + 2 + 4 = 34 -4 if not flanking.
If trip is unsuccessful, will full round action to withdraw dotted red square.
GM Tyranius
|
Got to get that post rate up if going to finish this battle through.
Kiboko bite misses and he quickly leaps back, smashing his lance into the man's chest, crushing his sternum.
Mvumba does indeed begin to pick up a scent. One towards the covered wagon and stomps off in that direction. Though moving invokes the wraith of the mercenary she is leaving behind.
AoO vs Mvumba AC 27: 1d20 + 7 ⇒ (9) + 7 = 16
The tip of the rapier slides right across the blubbery skin.
Round 2
Kiboko (Mvumba 34/39)
Kramac
---------------------------
????
---------------------------
Kelumur (4/44) - readied actions above
Rallas
---------------------------
Wagon Drivers
Young Bulette (-19)
---------------------------
Amelia
---------------------------
Mercenaries (Red -26)
---------------------------
Marsius
Marsius
|
Marsius, hearing the commotion, rushes forwards towards the campground, seeing Keumur savaged and on the ground, the nagaji hurries towards him as quickly as he can, but is slowed by his cumbersome plated armor.
Double move
Rallas Linnderil
|
posting my actions ahead of time so as not to mess the party up.
acrobatics: 1d20 + 13 ⇒ (3) + 13 = 16to avoid AoO from purple
He then brings his blade down in a blur of steel.
attack: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 291d10 + 7 + 6 ⇒ (5) + 7 + 6 = 182d6 ⇒ (6, 6) = 12using power attack...no penalty due to furious focus.
GM Tyranius
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Hearing the commotion Marsius rushes in as a quick command word is heard from within the confines of the covered wagon. "πλοκάμι"
Writhing black tentacles rise from the ground all around the camp, centered from underneath the massive beast.
Black tentacles vs (Kelumur CMD 19)(Bulette)(Kramac CMD 21)(Kuumaa CMD 18)(Mvumba CMD 18): 1d20 + 12 ⇒ (5) + 12 = 17
The tentacles don't manage to grasp ahold of anyone though they continue to grow and reach, slowly wrapping their dark tentacles around everyone's legs.
Looking inside the dark wagon Mvumba sees an older man holding a wand near the back of the wagon.
Kelumur drops his dagger and grabs a shield by the edges. He whips the shield at the young bulette's legs in hopes of tripping it. The shield bounces off harmlessly and Kelumur withdraws from the beast's ire.
Black tentacles is up. Still wish to dart forward Rallas?
Round 2
Kiboko (Mvumba 34/39)
Kramac
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????
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Kelumur (4/44)
Rallas
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Wagon Drivers
Young Bulette (-19)
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Amelia
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Mercenaries (Red -26)
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Marsius
Rallas Linnderil
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Nope....i knew something would screw my plan up. change my action to double move to front wagon....now that we know that someone is there...i am on my phone right now...cant move token.
GM Tyranius
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Rallas moves in front of the wagon to block any form of an exit. The distraction gives the wagon driver enough time to stand on his own two feet as he grabs a small club.
The young bulette turns around, biting and clawing at Kuumaa.
Bite vs Kuumaa AC 22: 1d20 + 11 ⇒ (7) + 11 = 18
Claw 1 vs Kuumaa AC 22: 1d20 + 10 ⇒ (6) + 10 = 16
Claw 2 vs Kuumaa AC 22: 1d20 + 10 ⇒ (8) + 10 = 18
Kuumaa ducks low and leaps over onto the beast's back, holding onto it's neck.
Round 2
Kiboko (Mvumba 34/39)
Kramac
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Wagon Caster
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Kelumur (4/44)
Rallas
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Wagon Drivers
Young Bulette (-19)
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Amelia
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Mercenaries (Red -26)
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Marsius
Kramac
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About to head to bed, so I am posting ye olde pre-post. Kramac will abandon his fight with the bulette, and move out of the tentacles to engage the wizard.
Kramac will move out and provoke an AoO from the Bulette. He'll get in position to threaten the Wizard, then ready to attack when Kuuma gets there too. Also, the Wizard was in the middle of two squares.
I moved him into the left one for no particular reason. Kramac and Kuuma had enough movement to set up the same flank for the right square, so if you want him there please adjust Kramac and Kuuma as well.
Attack, power attack, outflank: 1d20 + 10 + 4 - 2 ⇒ (17) + 10 + 4 - 2 = 29
Damage, power attack, sneak attack: 1d6 + 5 + 4 + 1d6 ⇒ (2) + 5 + 4 + (4) = 15
Kuumaa
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Kuuma follows Kramac's command, and runs to bite the Wizard!
bite, outflank, power attack: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
Damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
trip, outflank, power attack: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20
/Amelia Rose/
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Amelia recoils as the writhing black tentacles stream from the back of the wagon.. but she keeps her focus on the Bulette as she wracks her brain trying to identify whats going on!
Spellcraft?: 1d20 + 13 ⇒ (8) + 13 = 21
K. Arcana +12
K. Dungeoneering +8
K. History +8 (+1 permanent bonus)
K. Local +9
K. Planes +8
K. Religion +8
Meanwhile, she descends back into the spellcasters trance. She mutters a few words as she pulls a small bone fetish out of her pouch and begins shaking it vigorously.
Dmg: 3d6 + 2d6 ⇒ (5, 5, 4) + (1, 1) = 16
Boneshaker spell. 3d6+1d6 per 2 caster levels, Fort save DC 16 for half damage
GM Tyranius
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Amelia believes these to be writhing black tentacles. Nothing from the bulette itself as it had to be from something within the wagon itself.
Fort save DC 16: 1d20 + 9 ⇒ (12) + 9 = 21
Amelia rattles a bone fetish in her hand and the skeletal frame of the bulette seems to follow suit. the creature shrieks in pain but is unable to reach the caster. Luckily it's hard chitinous shell seems to hold everything well in place.
Stepping back the mercenary drops his rapier and draws his bow, firing a single focused arrow at Kiboko.
Mwk Comp Longbow vs Kiboko AC 17; Ranger Focus; PBS; Deadly Aim : 1d20 + 9 + 2 + 1 - 2 ⇒ (15) + 9 + 2 + 1 - 2 = 25
Damage: 1d8 + 3 + 2 + 1 + 4 ⇒ (7) + 3 + 2 + 1 + 4 = 17
The arrow shaft stabs right into Kiboko's shoulder.
Kramac rushes away from the writhing tentacles to take care of the wizard. As he moves past Kramac is able to see where the wizard is in the covered wagon and punches against the lump pushing against the cloth.
AoO Bite vs Kramac AC 28: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm Crit: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Crit damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
As Kramac runs away the bulette turns it's powerful jaws against the man. The jagged jaws catch Kramac in his ribs and tear away a decent amount of flesh.
Kramac's punch knocks the wind from the man's chest and he grabs ahold of the cloth covering tearing it completely free for everyone to see within the wagon.
Kuumaa rears around and grabs ahold of the casters ankles, dragging him to the floor of the wagon as he smacks his head on the cage. "Who are you?" The man growls.
Round 2
Kiboko (34/51) (Mvumba 34/39)
Kramac (21/50)
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Wagon Caster (-26; prone)
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Kelumur (4/44)
Rallas
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Wagon Drivers
Young Bulette (-27)
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Amelia
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Mercenaries (Red -26)
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Marsius
Kiboko
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He is more competent than Kiboko thought. Kiboko will not underestimate him again!
"Mvumbu!" Kiboko calls for his friend's help.
Drop lance, draw greatsword as part of move, move 30 (assuming difficult terrain where I've moved to?), ready action to strike when Mvumbu flanks, swift to change Mvumbu's animal focus to Bull, free to rage once in position. Movement will provoke an AoO from red merc if he's capable of taking one.
Stay in rage (AC=16) unless the merc is dropped, in which case end rage.
| Mvumbu |
"HAAARRRR!! HAAAARRRRR!!!!" Not only is Mvumbu wounded, but so is poor Kiboko! Mvumbu files into a rage and rushes to the rescue.
Using Ferocious Beast rage power, costs Kiboko 2 extra rounds of rage.
raging chomp!, bull focus, power attack, outflank: 1d20 + 6 + 2 + 1 - 2 + 4 ⇒ (19) + 6 + 2 + 1 - 2 + 4 = 30damage: 1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14
Kelumur
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Post in advance as I'm heading to sleep soon
Mwk Dagger 1,TWF: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 221d4 + 6 ⇒ (2) + 6 = 8
Mwk Dagger 2,TWF: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 281d4 + 6 ⇒ (3) + 6 = 9
Mwk Dagger 2,TWF,crit?: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 211d4 + 6 ⇒ (4) + 6 = 10
Marsius
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Marisus steps forwards towards the mercenary firing at Kiboko. He strikes out with Gamin, which glows as it swings forward.
Attack: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 for damage: 1d6 + 7 ⇒ (2) + 7 = 9
Unfortunately, the stab goes far wide as Marsius's footing is through by the roots amongst the ground.
Kiboko
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Marsius, the merc firing at Kiboko is the token with the red border. Kiboko and Mvumbu have flanked him. You've moved next to the last wagon driver. I doubt you could reach Kiboko given the Black Tentacles spell in between us.