Zevryn Raduva |
Still playing with the glowing stone as they leave, Zev keeps his dancing lights hovering around the party, which takes some of the surprise away from their would be attackers.
Wish I wasn't out of spells though. The half-elf thinks as he fires a ray of cold magic through his companions at one of the would be assasins. His arm begins to itch as Bevole considers joining the fight, but Zev keeps him stored away for now.
Ray of Frost vs Red Touch AC: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 141d3 ⇒ 3
Norril Tyndall |
"Well this isn't quite the welcoming party I was hoping for!" Norril says as he draws his crossbow. "For the promise of hidden knowledge, beat them back!" If this is just another day being a Pathfinder Society Agent, my application and ensuing research for the Arcanamirium is going to be spectacular
________
Move Draw Crossbow
Standard Inspire Courage
Inspire Courage:+1attack/dmg/ saves vs fear
D. Kembe |
"Assassins! Here? Defend yourselves!" Shouts Kembe as he steps to not be surrounded and sends in a flurry of punches to the yellow man's midsection.
Unarmed Strike, Nonlethal: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 161d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Unarmed Strike, Nonlethal: 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 141d6 + 2 - 1 ⇒ (5) + 2 - 1 = 6
Is it safe to assume mage armor is still going? You said we were quite close to Fimbrik's place from here.
Sejiri |
"Not going to talk, then? Fine, we can just fight for no stated reason." As Sejiri says this, he steps back and brings his staff to bear. Without the time to specifically identify the morals of the attackers by word or magic, he lets the power of Chaldira well up from within, ready to serve justice on an appropriate target.
5' step away, move action to draw my staff, standard to reload. Swift action to use Smite Evil on red, though I don't know if it'll work.
GM Granta |
@Kembe: Yep, mage armor would still be up.
@Sejiri: You can't 5-ft. step around a hard corner, but also don't provoke AoOs around one. Plus, the swordsman actually moved on Kembe's turn. And yes, your smite works; red is evil.
Longsword (red): 1d20 + 7 ⇒ (16) + 7 = 23 Slashing: 1d8 + 2 ⇒ (6) + 2 = 8
Longsword (yellow): 1d20 + 7 ⇒ (9) + 7 = 16 Slashing: 1d8 + 2 ⇒ (8) + 2 = 10
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Round 2
Effects inspire courage +1 (1)
Terrain none
- Zevryn -
- Kembe - 13 damage, dying
- Forvenniel -
- Norril -
- Sejiri - smite red
- Purple -
- Blue -
- Red -
- Yellow - 4 NL
Zev's bluish-white ray skips off the corner of the wall, just barely missing the red-haired swordsman. Kembe tries to step away from his attackers, but they are no amateurs and instantly move with him. Fortunately, he does manage to wound one of them, though the blow doesn't look too serious.
Forvenniel then tries to distract Kembe's opponent with a burst of energy right in his face, but the man's training continues to serve him well. Though a little slow to get started, Norril's speech inspires his allies as always. Similarly unready for the ambush, Sejiri takes a few seconds to respond.
The one with purple-trimmed robes rocks back Kembe's head with a blast of invisible energy, then the one with the morningstar mutters some sort of spell and draws a small vial. Kembe lasts a few seconds against the dual longswords, but a vicious cut from the red-haired man drops the monk unconscious.
Everybody is up.
@Kembe: Roll to stabilize.
Norril Tyndall |
Not agian... This isn't good! Norril takes a hand off of his crossbow and flicks it, like he was getting water off his hand, and a prodigious pool of grease floods the floor. "Focus fire, we need to pick off those swordsmen! Does anyone have a way to take them down more quickly?"
________
I will move out of the way if someone needs me to. Thought behind my grease placement is that we can defend ourselves better if they are slower to reach us, considering we are mostly ranged combatants at this point.
Sejiri |
If Kembe could only handle them in melee for that long, I don't have a chance, Sejiri thinks as his body and mind race furiously. Hold on, Brother, the wound is not too deep yet. Feeling rather dejected about not immediately moving to help, the halfling instead casts a bullet at his target.
Sling-staff, IC, PBS, Smite: 1d20 + 6 + 1 + 1 + 3 ⇒ (12) + 6 + 1 + 1 + 3 = 23
Damage, IC, PBS, Smite: 1d6 + 4 ⇒ (3) + 4 = 7
Zevryn Raduva |
"And Kembe goes down, shielding his allies from an onslaught surely none of them would have lived through. Behind him, his fellow Pathfinders rally!" Zev says under his breath,making sure the story if prepared for when If they make it out alive.
He keeps his eye on Sejiri's target and musters up the energy for one more spell, tapping into his arcane rescources.
Magic Missile vs Red: 1d4 + 1 ⇒ (1) + 1 = 2
GM Granta |
Reflex: 1d20 + 1 ⇒ (3) + 1 = 4
Magic Missile: 1d4 + 2 ⇒ (1) + 2 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Round 3
Effects inspire courage +1 (2)
Terrain grease (black, 1)
- Zevryn -
- Kembe - 14 damage, dying
- Forvenniel -
- Norril -
- Sejiri - smite red
- Purple -
- Blue - dazzled
- Red - 6 damage, ready
- Yellow - 4 NL, ready
Zevryn uses some more powerful magic this time, but it's barely enough to harm the red-haired swordsman. Forvenniel's spell also works, causing stars to hinder the vision of one enemy. Norril continues the successful streak with a conjuration that brings one of the swordsman to the ground, at least temporarily.
Sejiri's attack has the strongest effect of all, though. His sling bullet audibly shatters several ribs as it hits one of the swordsman.
The first spellcaster moves around behind one of the pillars and uses what looks like the same spell as Zevryn's, though against Sejiri. The second caster then touches one of the swordsman, healing some of his wounds. The blonde swordsman clambers back to his feet, then the two of them raise their swords over Kembe's head and stare at the rest of you.
Everybody is up.
Norril Tyndall |
"Do you guys think they'd really do it? They're bluffing, right?" he whispers to his companions. We can't really risk it though... Oh man, what do we do?
________
Spellcraft, DC 16: 1d20 + 7 ⇒ (8) + 7 = 15
Sense Motive, DC 10: 1d20 ⇒ 2
Crossbow (Inspire Courage) vs Healer: 1d20 + 1 ⇒ (13) + 1 = 141d8 + 1 ⇒ (7) + 1 = 8
Will delay and follow Sejiri's lead. If he tries to stop them, Norril will 5ft step up and fire at the healer. If he stays, Norril will move out in total defense and hope they'd rather swing at him than continue attacking Kembe.
Sejiri |
Sense Motive, DC 10: 1d20 ⇒ 15
"They're going to kill him, unless we get out there," Sejiri whispers back, calmly - at least on the outside. Internally, he is aflame with desperation and rage. "Not my favored position, but I'd best show them how it's done!" The halfling ends his sentence in a ferocious bellow as he moves forward and makes to slam his foe with his staff.
I'm not entirely sure about the rules for taking a 5' step in grease. Given that I have a full move action since I'm not reloading, I'll just use that to get in and try the Acrobatics check.
Acrobatics, DC 10: 1d20 + 2 ⇒ (3) + 2 = 5
Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
Since I failed the initial Acrobatics check, but I was only moving into the area as opposed to within or through, I believe I can finish the movement. I managed the Reflex save, if nothing else.
Sling-Staff, IC, Smite vs. Red, Defensive: 1d20 + 3 + 1 + 3 - 4 ⇒ (2) + 3 + 1 + 3 - 4 = 5
Damage, IC, Smite: 1d4 + 3 ⇒ (1) + 3 = 4
Fighting defensively. AC is 21, 24 versus Red.
Zevryn Raduva |
Not sure he'd be any help further up, Zev stays where he is and tries to fire on the same enemy. He points his finger but cold energy fires wildly off target and does little to stop the assault.
Ray of Cold: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Forvenniel Anwamanë |
Frustrated with her own inability to handle a martial challenge, Forvenniel gathers up still more moonlight and hurls it at the swordsman standing over Kembe.
Flare on red, DC 13 will
GM Granta |
@Sejiri: You cannot 5' step into a square with any sort of movement penalty, and the way I run terrain effects is that they are relevant/active anytime you step into a square with said effect. That means your move action does fail per the rules for grease. Do you want to make a second move with your standard action, or sling it from your current square?
Sejiri |
I'll try to move into the square again, and nix the attack. Getting out there seems pretty critical, so I'll also use my reroll. This also means I'm not fighting defensively.
Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3
Reroll, GM Star: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
GM Granta |
Longsword (red): 1d20 + 6 ⇒ (6) + 6 = 12 Slashing: 1d8 + 2 ⇒ (8) + 2 = 10
Longsword (yellow): 1d20 + 7 ⇒ (7) + 7 = 14 Slashing: 1d8 + 2 ⇒ (8) + 2 = 10
Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Channel: 1d6 ⇒ 5
Round 4
Effects inspire courage +1 (3)
Terrain grease (black, 2)
- Zevryn -
- Kembe - 15 damage, dying
- Forvenniel -
- Norril - 5 damage
- Sejiri - smite red
- Purple -
- Blue - 3 damage, dazzled
- Red - 1 damage, ready, dazzled
- Yellow - ready
Zev almost hits Sejiri with his spell, but Forvenniel's magic does succeed, and then Norril launches a bolt right at the healer's neck, apparently hitting a large artery. Sejiri bravely steps forward, doing what little he can to save his brother. And thankfully, his god is with him for the moment, and helps him dodge the swordsman. On top of that, Norril's attack draws the attention of the enemy wizard away from Sejiri.
Unfortunately, an aura of healing light bursts out from the one in blue-trimmed robes, but somehow darkens around Norril and Kembe, and only heals your attackers.
Everybody is up.
Zevryn Raduva |
Cursing that his magic seems to be doing all of nothing, Zev unslings the crossbow from his back and begins to load it.
"Hang in there Kembe!" He mutters while he loads.
Norril Tyndall |
Norril's head spins a little when he takes the blow from the wizard's attack. Can't take another one of those! "Heroes are born in the darkest of moments, fight on my friends, fight on!"
________
Standard Inspire Courage
Move Grab Wand CLW from Forvenniel Assuming she is willing
Free 5ft Step to the right
Sejiri |
Acrobatics to move through grease: 1d20 + 2 ⇒ (8) + 2 = 10
Acrobatics to avoid AoOs: 1d20 + 2 ⇒ (4) + 2 = 6
Sejiri bumbles out of Forvenniel's way, managing to traverse the slick floor but drawing the ire of both swordsmen. Should their strikes not drop him too, he makes a quick one of his own at his opponent from a guarded stance.
Sling-staff, IC, Smite, Defensive vs. Red: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Fighting defensively, AC is 21, 24 versus Red.
GM Granta |
@Sejiri: I only count terrain effects when you move into the square. That means you can safely 5-ft. step out, and avoid any AoOs.
@Forvenniel: You moved into the grease, and do need to roll Acrobatics. I rolled it for you this time, to keep things moving.
@Kembe: Forvenniel healed you after your turn, so you still need to roll a stabilization check, to determine your exact hp.
Force Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Morningstar: 1d20 + 1 ⇒ (2) + 1 = 3 Bludgeoning: 1d8 ⇒ 1
Longsword (red): 1d20 + 6 ⇒ (13) + 6 = 19 Slashing: 1d8 + 2 ⇒ (6) + 2 = 8
Longsword (yellow): 1d20 + 7 ⇒ (19) + 7 = 26 Slashing: 1d8 + 2 ⇒ (8) + 2 = 10
Confirmation: 1d20 + 7 ⇒ (1) + 7 = 8 Slashing: 1d8 + 2 ⇒ (8) + 2 = 10
Round 5
Effects inspire courage +1 (1)
Terrain grease (black, 2)
- Zevryn -
- Kembe - 9 or 10 damage
- Norril - 5 damage
- Sejiri - smite red, fighting defensively
- Forvenniel - 12 damage, dying
- Purple -
- Blue - 3 damage, dazzled
- Red - 5 damage, dazzled
- Yellow -
Frustrated with his magic, Zevryn unslings his crossbow and slides a bolt into it. Norril grabs a wand from Forvenniel, then steps out of the way, and Sejiri pulls a similar move before whacking the red-haired swordsman with his staff.
Seeing Forvenniel heal the downed man and the crossbowman hide, the wizard redirects his ire yet again. The healer then tries to brain Kembe with her morningstar, but somehow misses his prone body. Sejiri dodges his attacker with easy, but the other swordsman almost cuts off Forvenniel's arm with a wicked gash.
Everybody is up.
D. Kembe |
Con Check: 1d20 + 2 ⇒ (7) + 2 = 9
Acrobatics if needed to get up in the grease: 1d20 + 6 ⇒ (9) + 6 = 15
Kembe's eyes blink open and the sound of battle rages around him, most obvious is the scream of pain from Forvenniel as she gets cut down I must help!
Twisting his body and defending himself with the backs of his hands, Kembe tries to hop up amongst the greasy floor. Full defense, get up, 23AC until next turn, if I get to it.
Sejiri |
Sejiri is looking even more enraged, if possible. He steps into a position where his target cannot watch for both his staff and Kembe's fists, continuing to lay on with a series of wild strikes, punctuating each with an exclamation. "Stop! Hurting! My! Friends!"
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Norril Tyndall |
Wand in hand, Norril steps up to Forvenniel and rewards her bravery with continued consciousness. The energy from the wand pours into her wounds, but doesn't manage to do much before it sputters.
"Kembe! You're alive!" he cries out as he sees Kembe on his own two feet.
________
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
If Forvenniel would rather not be healed (and therefore become a potential target) at this point, Norril will use the healing on himself.
Zevryn Raduva |
Zevryn steps into the open space before him and tries to fire at the blue robed individual, but Kembe's sudden return to life throws him off and he fires upward at the ceiling so as not to knock his friend back out.
Attack: 1d20 - 4 + 2 ⇒ (11) - 4 + 2 = 9
GM Granta |
@Kembe: I don't think standing up would require an Acrobatics check.
AoO (red): 1d20 + 6 ⇒ (1) + 6 = 7 Slashing: 1d8 + 2 ⇒ (1) + 2 = 3
AoO (yellow): 1d20 + 7 ⇒ (4) + 7 = 11 Slashing: 1d8 + 2 ⇒ (7) + 2 = 9
Round 5
Effects inspire courage +1 (1)
Terrain grease (black, 2)
- Zevryn -
- Kembe - 10 damage
- Norril - 5 damage
- Sejiri - smite red, fighting defensively
- Forvenniel - 9 damage
- Purple -
- Blue - 3 damage, dazzled
- Red - 11 damage, dazzled
- Yellow -
Zeryn adjusts him aim suddenly, to avoid Kembe as he jerks and dodges around wildly to avoid three attackers. Norril then steps up to heal Forvenniel, and Sejiri bludgeons his swordsman almost unconscious.
Forvenniel is up. You were healed to conscious before your initiative. And the swordsman did take AoOs on Kembe this round.
Forvenniel Anwamanë |
Forvenniel stands up, and then clears the doorway.
"We should have made them come to us, as moonlight through a window. The time was on our side, not theirs."
GM Granta |
Cure Light Wounds: 1d8 ⇒ 7
Longsword (red): 1d20 + 6 ⇒ (2) + 6 = 8 Slashing: 1d8 + 2 ⇒ (6) + 2 = 8
Longsword (yellow): 1d20 + 7 ⇒ (8) + 7 = 15 Slashing: 1d8 + 2 ⇒ (6) + 2 = 8
Round 5
Effects inspire courage +1 (1)
Terrain grease (black, 2)
- Zevryn -
- Kembe - 10 damage
- Norril - 5 damage
- Sejiri - 5 damage, smite red, fighting defensively
- Forvenniel - 9 damage
- Purple -
- Blue - 3 damage, dazzled
- Red - 11 damage, dazzled
- Yellow -
Forvenniel moves out of the way while the swordsman are focusing on Kembe. Seeing Sejiri as the greatest threat now, the wizard hits him with a powerful blast of magic. The healer then pulls out a scroll and tries to heal his ally, while Kembe continues dodging the swordsman.
@Kembe: You get two AoOs on blue. One when he retrieves a scroll and the other when he casts a spell. The results are pretty important, so let's resolve those before continuing.
GM Granta |
@Kembe: See, that's why I normally put things in the player status. I forget everything otherwise.
Round 6
Effects inspire courage +1 (2)
Terrain grease (black, 3)
- Zevryn -
- Kembe - 10 damage
- Norril - 5 damage
- Sejiri - 5 damage, smite red
- Forvenniel - 9 damage
- Purple -
- Blue - 3 damage, dazzled
- Red - 4 damage, dazzled
- Yellow -
With a touch from the healer in blue-trimmed robes, the red-haired swordsman's wounds close up almost completely.
Everybody is up.
D. Kembe |
Kembe nods to his brother, seeing them having the Red swordsman at a disadvantage, he unleashes a particularly powerful punch, followed up with a backhanded blow on the recoil.
Unarmed Flurry, Lethal, Stunning Fist, Flanking, Inspire: 1d20 + 2 + 2 + 1 ⇒ (11) + 2 + 2 + 1 = 161d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Unarmed Flurry, Lethal, Flanking, Inspire: 1d20 + 2 + 2 + 1 ⇒ (13) + 2 + 2 + 1 = 181d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Stunning Fist DC is Fort DC12 I think, rounding character level down.
Zevryn Raduva |
Attack: 1d20 + 2 - 4 - 4 ⇒ (1) + 2 - 4 - 4 = -5
Zev reloads his crossbow and fires again, this time at the assassin in red, hoping to draw his attention, but he fumbles and the bolt hits the floor with a thud.
His face flushes red with anger and embarrassment.
Sejiri |
Sling-staff (melee) vs. Red: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
If this attack drops him, I will reload as a move action.
Sling-staff (ranged) vs. Blue: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
If this course of action is taken, I will 5' step into the space the arrow points to after my attack.
Norril Tyndall |
Unable to get a clean shot on the people up front, Norril sets his sights for the wizard in the back. This is going to be tough...
He pulls the trigger and somehow manages to sink the bolt into the robed man, but the extent of his injuries remains obscured by his cloak! "Wooohoo! Keep it up everyone!"
________
Spellcraft, DC 16: 1d20 + 7 ⇒ (13) + 7 = 20
Crossbow (Inspire Courage, Cover): 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 171d8 + 1 ⇒ (3) + 1 = 4
Crit Confirm?: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13
Extra Crit Damage: 1d8 + 1 ⇒ (2) + 1 = 3