Issac Quinn |
Issac move in to attack the closest target. "Friends, concentrate attack to 1 or 2 targets. Reduce their numbers."
Hasten attack; getting extra attack; not using Flurry of Blows as requires Full Action.
Attack #1, BAB, str mod, amulet, haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (20) + 8 + 2 + 1 + 1 = 32
Attack #2, BAB, str mod, amulet, haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (15) + 8 + 2 + 1 + 1 = 27
Attack #3, BAB, str mod, amulet, haste: 1d20 + 3 + 2 + 1 + 1 ⇒ (5) + 3 + 2 + 1 + 1 = 12
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (2) + 2 = 4 Crit dmg is 6
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (6) + 2 = 8
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (4) + 2 = 6
Confirm Crit, BAB, str mod, amulet, haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (7) + 8 + 2 + 1 + 1 = 19
Issac makes contact to the creatures face with his fists.
Issac's AC is 23 with Haste
GM Fanguar |
Your savage attacks drop two of the dopplegangers before they have a chance to respond.
FortDC18 1: 1d20 + 4 ⇒ (12) + 4 = 16
FortDC18 2: 1d20 + 4 ⇒ (16) + 4 = 20
FortDC18 3: 1d20 + 4 ⇒ (3) + 4 = 7
FortDC18 4: 1d20 + 4 ⇒ (10) + 4 = 14
Aerin lobs balls of mud, striking three of the remaining enemies and taking them temporarily out of the fight. One of them dodges the goo and takes a swing at Sverrir with its clawed hand:
Attack: 1d20 + 8 ⇒ (7) + 8 = 15, but misses.
Everyone is up
XP 800
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26 x4
Fort +4, Ref +5, Will +6
Immune charm, sleep
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d8+4)
Aerin Aurora |
"I love that spell." Aerin chuckled as the sticky mud slowed and blinded most of their foes.
Then he drew a wand and pointed it at the un-blinded doppleganger.
UMD DC 20: 1d20 + 15 ⇒ (6) + 15 = 21
Ill Omen. No save. Target must roll twice on it's next d20 roll and take the lower result.
Nyx, Aerin's Familiar |
Lemme see that. Nyx said taking the wand from Aerin and pointing it at another of the Dopplegangers.
UMD DC 20: 1d20 + 23 ⇒ (19) + 23 = 42 Ill Omen again.
There isn't much way to differentiate them, so I'll let the GM decide which one Nyx targets.
Markus the Librarian |
Markus assaults the nearest foe, close quarters.
atk1, mace, twf: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
dmg1: 1d6 + 4 ⇒ (1) + 4 = 5
atk2, mace, twf: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
dmg1: 1d6 + 4 ⇒ (2) + 4 = 6
off1, dagger, twf: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
dmg1: 1d4 + 2 ⇒ (2) + 2 = 4
Sverrïr Koltǫnn |
Round 2 - Hasted: +1 Attack; +1 AC; +1 Reflex Saves
Grim set, Sverrir continues to set about their assembled foes with powerful blows:
"Har! How is mynn claw wretch!"
Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Mattock Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10
Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Mattock Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9
Hasted Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Mattock Damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
Hasted Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Mattock Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
Issac Quinn |
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Issac moves to the next dangerous doppelganger and unleashes his Flurry of Blows, mixing his attacks from punches to roundhouse kicks. Getting extra attack due to Haste.
Flurry of Blows #1, BAB, str mod, amulet, Haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (8) + 8 + 2 + 1 + 1 = 20
Flurry of Blows #2, BAB, str mod, amulet, Haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (4) + 8 + 2 + 1 + 1 = 16
Flurry of Blows #3, BAB, str mod, amulet, Haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (14) + 8 + 2 + 1 + 1 = 26
Flurry of Blows #4, BAB, str mod, amulet, Haste: 1d20 + 3 + 2 + 1 + 1 ⇒ (11) + 3 + 2 + 1 + 1 = 18
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (3) + 2 = 5
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (4) + 2 = 6
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (8) + 2 = 10
Unarmed Damage #4, str mod: 1d8 + 2 ⇒ (5) + 2 = 7
GM Fanguar |
Two more of the creatures fall and another is grievously wounded. The last two remaining doppelgangers frantically claw away the mud from their eyes. No longer blind
You are all up again.
XP 800
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26, 3/26
Fort +4, Ref +5, Will +6
Immune charm, sleep
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d8+4)
Markus the Librarian |
1 person marked this as a favorite. |
Markus attempts to stop being... insipid. I'm certain I'll get the hang of this soon, lads... whack... whack... poke... whack! Forgive me.
atk1, mace, twf, haste: 1d20 + 12 - 2 + 1 ⇒ (7) + 12 - 2 + 1 = 18
dmg1: 1d6 + 4 ⇒ (6) + 4 = 10
atk2, mace, twf, haste: 1d20 + 7 - 2 + 1 ⇒ (8) + 7 - 2 + 1 = 14
dmg1: 1d6 + 4 ⇒ (6) + 4 = 10
off1, dagger, twf, haste: 1d20 + 12 - 2 + 1 ⇒ (8) + 12 - 2 + 1 = 19
dmg1: 1d4 + 2 ⇒ (1) + 2 = 3
haste, mace, twf, haste: 1d20 + 12 - 2 + 1 ⇒ (9) + 12 - 2 + 1 = 20
dmg1: 1d6 + 4 ⇒ (6) + 4 = 10
Sverrïr Koltǫnn |
Round 3 - Hasted: +1 Attack; +1 AC; +1 Reflex Saves
Sverrir swings wildly at the remaining foes;
Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Mattock Damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Mattock Damage: 2d4 + 6 ⇒ (3, 2) + 6 = 11
Hasted Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Mattock Damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
Hasted Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Mattock Damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14
Issac Quinn |
Issac goes to one of the remaining doppelgangers and unleashes his flurry of blows continuing his mixture of hand and foot assaults.
Haste: +1 Attack; +1 AC; +1 Reflex Saves
Flurry of Blows #1, BAB, str mod, amulet, haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (1) + 8 + 2 + 1 + 1 = 13 Miss
Flurry of Blows #2, BAB, str mod, amulet, haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (16) + 8 + 2 + 1 + 1 = 28
Flurry of Blows #3, BAB, str mod, amulet, haste: 1d20 + 8 + 2 + 1 + 1 ⇒ (10) + 8 + 2 + 1 + 1 = 22
Flurry of Blows #4, BAB, str mod, amulet, haste: 1d20 + 3 + 2 + 1 + 1 ⇒ (5) + 3 + 2 + 1 + 1 = 12 Miss
The monk's only lands half of his barrage of attacks.
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (8) + 2 = 10
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (8) + 2 = 10
GM Fanguar |
Sorry for the delay.
The last remaining enemies topple to the stone floor adding to the spreading pool of blood. The four rooms across the way are bedrooms. Inside you find various bits of jewelry and fine clothes.500gp worth of stuff
Across from the rooms, is a small, well maintained lavatory.
The double doors at the end of the hall open onto a planning room. Two tables, each surrounded by plain wooden chairs, sit in the middle of the room. Unorganized heaps of maps, notes and books cover each table. A large map of the city hangs on one wall.
Aerin Aurora |
"Well that was a little silly. Aren't Dopplegangers supposed to be manipulative mind-reading shapeshifters? Why'd they rush us? Seems like that would be the last thing creatures like that would want to do."
Sverrïr Koltǫnn |
The barbaric dwur shrugs his shoulders as he pushes at a dopplecorpse with his foot;
"Feh. Who knows what goes on in such skulls..?"
Sverrir gestures to the pile of notes and books;
"What do their scribblings tell us?"
Lucid* |
After the enemy fall Lucid spends a round at each making sure they are dead. This is not a normal thing for the small wizard but he truly dislikes these creatures,
Lucid begins to gather the notes and map and tried to make so sense out of the disorder. What were these things up to? he wonders as he sorts through the papers and studies the maps.
Linguistics?: 1d20 + 11 ⇒ (14) + 11 = 25
GM Fanguar |
The papers describe the doppelgangers' progress in trying to slowly infiltrate the government and aristocracy of Greyhawk. Although they specifically avoid mention the actual names of any individuals replaces, the documents do detail numerous noble families and government insitutions that have been corrupted by their influence. This includes merchant councils, the leatherworker's union, the carpenter's guild, the stonemasons, the courts, the militia and the directing oligarchy. The documents would be very valuable to the authorities (worth 4000gp)
Issac Quinn |
"These documents can be valuable to the authorities but I question if the authorities have been compromised as well. Who can we trust and how can we determine if someone is a doppelganger? Should be do our own infiltration and eliminate the threat ourselves?"
Sverrïr Koltǫnn |
As he takes a sly nip from his flask Sverrir nods sagely at Issac's wisdom;
"Aye. That's the crux of it. Trust no-one... Any names on those documents that we have had dealings with?"
Lucid* |
Lucid scans the documents, memorizing what he can. I think we need to make a copy but turn these over to the right person IF we can be sure they are whom they seem. There is a spell called Pierce Disguise that if I learn it might prove valuable. A more powerful spell called Trueform will cause them to revert to their natural form it they cannot resist eh magic.
Markus the Librarian |
Markus produces parchment and pen, beginning to create a map of the place as the others discuss.
Should we write some of it down? Can we tell what houses these particular creatures were to infiltrate?
Perhaps, we may deduce which have already been infiltrated... and which may not have been. It's not perfect...
...his mind strays as he's lost in the details of his cartography.
Issac Quinn |
"What about revealing the doppelgangers in front of their groups? If you can show, for example the carpenter's guild, then maybe we can gather support for our cause. but we will need a gathering, to maximize the number of witnesses."
Lucid* |
@Lucid: Eligos would probably let you look at his spellbooks. I don't have a full spell list for him, but as he's a scholar, he probably has most spells of 4th or lower level
@all: I was looking over the adventure and now is as good as a time as any to level up to level 7
Re-reading to find this post. So per above Lucid could learn both spells for Eligos.
GM Fanguar |
GM Fanguar wrote:Re-reading to find this post. So per above Lucid could learn both spells for Eligos.@Lucid: Eligos would probably let you look at his spellbooks. I don't have a full spell list for him, but as he's a scholar, he probably has most spells of 4th or lower level
@all: I was looking over the adventure and now is as good as a time as any to level up to level 7
Yup. Standard copying costs apply, but they would be available.
Heading back out?
Lucid* |
Lucid will check with Eligos on his research before going anywhere. He will also learn Pierce Disguise and True Form to have them in his book.
Do we know who to turn over/sell our documents to? What does Eligos advise as far as exposing some of the dopplegamgers? Pierce Disguise will last 7 minutes for me and I can extend it to last 14 minutes. There is no save. Does Lucid think this spell will pierce a doppleganger's disguise?
GM Fanguar |
Moving back towards the entrance, you see several more doppelgangers coming out of the room at the end of the hall:
Sverrir: 1d20 + 1 ⇒ (3) + 1 = 4
Lucid: 1d20 + 7 ⇒ (19) + 7 = 26
Markus: 1d20 + 3 ⇒ (1) + 3 = 4
Issac: 1d20 + 2 ⇒ (18) + 2 = 20
Aerin: 1d20 + 2 ⇒ (7) + 2 = 9
Baddies: 1d20 + 1 ⇒ (15) + 1 = 16
Combat
26 Lucid
20 Issac
16 Baddies
9 Aerin
4 Sverrir
4 Markus
Map updated. Lucid and Issac are up
XP 800
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26 x4
Fort +4, Ref +5, Will +6
Immune charm, sleep
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d8+4)
Issac Quinn |
Issac steps up to deliver a flurry of blows to the closest doppleganger. The monks attacks consists of a series of punch, palm strike and punch to the creatures chest. A pounding sound can be heard when his fists and palm makes contact.
Flurry of Blows #1, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19
Flurry of Blows #2, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Flurry of Blows #3, BAB, str mod, amulet: 1d20 + 3 + 2 + 1 ⇒ (12) + 3 + 2 + 1 = 18
Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (1) + 2 = 3
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (5) + 2 = 7
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (6) + 2 = 8
"Someone finish this one off."
AC: 22
HP: 76
GM Fanguar |
@Issac: Unless you are attacked, assume that you have to move to attack. (I'm assuming you don't have access to the maps.)
ref DC18: 1d20 + 5 ⇒ (17) + 5 = 22
ref DC18: 1d20 + 5 ⇒ (2) + 5 = 7
ref DC18: 1d20 + 5 ⇒ (5) + 5 = 10
ref DC18: 1d20 + 5 ⇒ (8) + 5 = 13
Lucid launches a glittering globe of light into the midst of the creatures. A wave of heat washes over you as the ball explodes into a roiling inferno. The smell of seared flesh fills the corridor and as the flames recede, you see the smouldering remains of three of the the dopplegangers. The sole surviving creature staggers in pain, as its crisped flesh cracks and oozes.
Issac Quinn |
I usually post from work where I don't have access to maps due to firewall. you can omit the last attack and damage. Issac gets 2 attacks per standard. full action is 3 for flurry of blows. the 2 attack would be total 10 damage.
Sverrïr Koltǫnn |
As magic and fist put paid to the dopplegangers, Sverrir nods in satisfaction.
"Har. Quite formidable you lot..."
GM Fanguar |
I usually post from work where I don't have access to maps due to firewall. you can omit the last attack and damage. Issac gets 2 attacks per standard. full action is 3 for flurry of blows. the 2 attack would be total 10 damage.
No worries. I will keep that in mind in the future.
Issac's attacks are still not enough to drop the doppelganger.
Aerin Aurora |
Aerin figured his allies probably had things well in hand. He drew a tanglefoot and readied to throw it if the creature decided to run.
Readied Action (enemy runs), ranged touch attack: 1d20 + 7 ⇒ (14) + 7 = 21
If hit, target is entangled, reduced to 1/2 movement, and must make a DC 15 reflex save or be stuck to the floor.
Sverrïr Koltǫnn |
Retrofit Sverrir's above comments with this:
As the warrior monk's furious flurry does not drop their remaining foe, Sverrir steps up and swings his trusted mattock with venom:
Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 12 ⇒ (10) + 12 = 22
Mattock Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10
Melee Full Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 7 ⇒ (8) + 7 = 15
Mattock Damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9
Issac Quinn |
Issac looks at Lucid and says, "Very nicely done. I think we should let you lead off with at spell when faced with numbers."
"We should recheck these previously searched rooms. These creatures came for one of these rooms."
Issac will Take 10 for Perception check. He has +13 to perception giving him ----> 23 on Perception.
+2 if someone gives him an assist.
GM Fanguar |
Forum ate my post and I can't be bothered to retype the whole thing. So...
The room has an illusory wall which leads to another small room with a door. Beyond the door is another room with each of you manacled to a chair. Each individual expresses confusion at the appearance of the rest of you and asks that you free them.