| Sulia Farwander |
"Why did it make more?" Sulia asks. "No swords? She can use my mace!" she holds out her heavy mace to Sarari.
-Posted with Wayfinder
| GM Madcaster |
Both Trem's and Rekth's attacks hit their targets, sending ripples through slimes bodies.
The left slime pounces on the tiefling beating, grabbing and crushing him with its pseudopods. 22 damage. Visruþ is in -3.
The right slime retaliates to the dinosaur's headbutt with its own strikes, but none reach the target.
Your turn.
Visruþ - you already took an action when casting a spell and I assumed that "steps back" was a 5 ft. step. You can pull out your mace, but no step. I've returned you where you were, although even if you take that step the slime still reaches you, so it doesn't really matter. :)
Ooze 2 Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Ooze 2 Damage: 2d4 + 3 + 1d4 ⇒ (2, 4) + 3 + (2) = 11
Ooze 2 Grapple: 1d20 + 11 ⇒ (14) + 11 = 25
Ooze 2 Constrict: 2d4 + 3 + 1d4 ⇒ (4, 2) + 3 + (2) = 11
Ooze 3 Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Also guys, a reminder - don't forget to update your sheets. I remember Visruþ has new armor, but old AC in the heading. Not that it would've helped now.
| Sau're'!K of The Mulaa Tribe |
Sau're'!K swings his scimitar at a likely limb hewing it off the tree and starts moving back towards the house with the limb... leaves and all.
on my phone so will update map when I get home later today.
| Re'!k'th the Pachycephalosaurus |
Re!k'th gives a snort of derision as the strange creature reaches towards him. He swing his head at the creature once again.
head-butt: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 7 ⇒ (2) + 7 = 9
| Trem Kiran |
Trem releases another bolt of acid and then step aside to let Sarari into the room. Though he started well, his aim wasn't perfect this time and the spell went off course. Sherry looks at Sulia with a thankful smile. She drops her greatswrod and take the offered heavy mace. [Ac] (Standard, move or free action?) [/ooc] She then joins Re! kit in the fray.
Acid Splash+PBS+Bless-melee: 1d20 + 3 + 1 + 1 - 4 ⇒ (4) + 3 + 1 + 1 - 4 = 5
(if she is allowed an attack)
Heavy Mace+Bless-Power Attack: 1d20 + 6 + 1 - 1 ⇒ (13) + 6 + 1 - 1 = 19
Damage Blunt: 1d8 + 6 ⇒ (7) + 6 = 13
| GM Madcaster |
Rekth's splashes the ooze, and Trem's acid spell along with Sarari's mace strike visibly damage the last ooze. It tries to retaliate, but Sarari dodges his pseudopods.
Your turn. Visruþ fails his stabilize check and thus has -4 HP.
Trem - its AC is really low. You hit, so I rolled damage.
Acid Splash: 1d3 + 1 ⇒ (1) + 1 = 2
Ooze Attack: 1d20 + 5 ⇒ (6) + 5 = 11
| Trem Kiran |
Trem sees Visruþ bleeding on the floor of the cabin, He knows he has to bring that blob thing down and fast. He sends another orb of acid towards the creature, having no other mean of causing damage to it. "Sulia, can you do something for Visruþ?" Sensing his desperation to finish the battle, Sarari swing the heavy mace on the blob. Again, it mashed down on it and send little piece flying.
1d20 + 3 + 1 + 1 - 4 ⇒ (3) + 3 + 1 + 1 - 4 = 4
1d3 + 1 ⇒ (1) + 1 = 2
1d20 + 6 + 1 - 1 ⇒ (9) + 6 + 1 - 1 = 15
1d8 + 6 ⇒ (5) + 6 = 11
| Sulia Farwander |
Sulia will rush to his side, but cannot get there in time to cast a spell yet.
"Hold on Visruþ!" She shouts.
Since I have a move of 20 in my armor, I can't get to him and cast CLW this round, so I'll double move and do that first thing next round.
| Sau're'!K of The Mulaa Tribe |
Sau're'!K takes a moment and shears off the worst of the branches from his make-shift cudgel and walks into the Cabin brandishing his scimitar in one hand, and the new club in the other.
I assume that the GM will impose some penalties on said club...If the fight even lasts another round.
| Re'!k'th the Pachycephalosaurus |
Re'!k'th turns towards the last remaining creature and Slams into it.
Head-butt: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d8 + 7 ⇒ (3) + 7 = 10
| GM Madcaster |
The last creature dissipates, and all of you can finally take a breath. Except for Visruþ, now lying on the ground unconscious, everyone is unscathed.
You can hear a feeble call for help from inside the closet. When you open it, you find a shivering man there, who seems to be sick.
| Sulia Farwander |
Sulia will say a quick prayer and touch Visruþ's forehead.
Cure light Wounds: 1d8 + 2 ⇒ (1) + 2 = 3
Frowning at his lack of response, she tries one more time.
Cure light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10
Once she's sure that Visruþ will not pass on into the dark night, she will rise and go attend to the victim too.
Heal: 1d20 + 4 ⇒ (8) + 4 = 12
She tries her best to comfort the man, but she will turn to the others. "I'm sorry, I don't have the best training in conventional medicine. " She indicates. "Usually my spells are enough for basic injuries."
| Sau're'!K of The Mulaa Tribe |
heal: 1d20 + 8 ⇒ (7) + 8 = 15
He has Red Ache, typically it attacks the muscles deteriorating one's strength. This is natural to the jungles. I know how to treat this. Let us hope this man has the strength to resist the diseases effects.
Sau're'!K gives the man an anti-plague vial and treats the mans symptoms with the healing kit. heal: 1d20 + 8 ⇒ (13) + 8 = 21. will subtract resources from part supplies when I get to my computer.
Having treated the man Sau're'!K looks at Sulia... We are lucky I have seen this particular disease before. Still I find myself a bit jealous of your ability to channel so much healing energy so quickly. I suppose we each have our strengths.
| Sulia Farwander |
"You're welcome! " She accepts his gratitude. "Try not to let giant goobers smah you next time, eh?"
-Posted with Wayfinder
| Trem Kiran |
"Your home?" Trem looks around at the small little building, or more precisely, what's left of it. "So, am I right to assume that you are Jheri, brother to Adaela? She was worried about you, but couldn't come herself because of the damage the storm did to the town." He moves a bit around the small room. "Obliviously, you can't stay here for the next few days all things considered and we were on our way further in the jungle. I also don't feel right about sending you on your way all by yourself. Hmm, do you have anything that you don't want to leave here? If you can, try gathering it, we will look around outside to make sure there isn't any more of those things." He points at the blobs on the floor. Then, he walks outside to see where their halfling ally is.
He walks toward Muhdzuzi, and then kneels down to look at the halfling in the eyes. "Thina unengxaki. Lo mntu ugulayo, kufuneka umva ukuya elalini. Musa ukucinga ukuba wenze kwilali yakho. iiyure ezininzi ngeenyawo umva. Ukunciphisa ixesha amaqashiso. Ndiyayithanda kuba uluvo lwakho"
"We have problem. This man sick, need back to village. Don't think he make it to your village. Many hours walk back. Lose lots time. I like have your opinion"
| GM Madcaster |
"Abantu abagulayo kufuneka baphathwe, asinako nje nihambe kuye ngokwakhe," nods Muhdzuzui. "Ndiyazi iziseko - usele kakhulu amanzi okanye iti imifuno ngobukhulu, musa ukuhamba kakhulu. Makhe bayiphilise umzimba."
"I know the basics - drink a lot of water or tea with herbs and don't move too much. Let the body heal itself."
| GM Madcaster |
With your help, Jheri gathers some of his belongings and, though still very weak, comes out of the house.
"I'm ready," he coughs.
You turn back to Pridon's Hearth and slowly walk back, with your new companion. The path takes more time with a sick person, so you arrive at Pridon's Hearth late in the evening. Jheri asks you to see him to Adaela's house, where he'll rest.
A short walk brings you to modest one-storied wooden house, not much different from many others in the town. Shortly after your knocking Adaeala Praet comes out and her eyes are immediately focused on her brother.
"Jheri! What happened?" she exclaims worriedly and invites everyone in. "Please, come in, no need to stay outside."
| GM Madcaster |
"Goober monster?" she looks at you quizzically.
"Jheri, you need to rest," she tells her brother and disappears inside. "You remember where the bed is right?"
"Of course I do, I've been here just a week ago," he answers weary, but turns to you before going into the bedroom. I haven't... properly thanked you, have I?
One armed man digs through his possessions and pulls out first a locked book and second a small bag with money.
"Here, take this. That's my father's spellbook and I think it will see better use in your hands."
"Jheri!" you hear a woman's yell.
"I'm coming, coming," the man finally comes inside.
Adaela appears few moments later.
"Thank you for helping him," she gives you a clinking bell. "Don't refuse, you deserved it."
"Now, would you like to eat? I don't want to brag, but I'm an excellent cook."
500 gp total and a spellbook.
Visruþ, I don't see your known spells, only prepared. Do you have Read Magic?
| Sulia Farwander |
"Goober..." Sulia answers, seriously. "You know... it looked like something that you see when you blow your nose? Just... a lot bigger and kinda gray colored."
| Sau're'!K of The Mulaa Tribe |
Sau're'!K chuckles. Goober is as good a way to describe the creature as any. I was assuming it was some kind of mold or fungus. I must admit I have never seen anything like it. It had no discernible anatomy and it's body seemed to flow into itself .
| Visruþ |
… blah, blah, blah, etc, etc, etc …
500 gp total and a spellbook.
Visruþ, I don't see your known spells, only prepared. Do you have Read Magic?
@ GM Madcaster:
Sorry, still new to playing characters that have a spell book.Forgot to post spells in spell-book on my profile.
I will update my profile to show that.
During the mean-whilst, here are the current contents of Visruþ's spell book:
Cantrips
• Acid Splash
• Arcane Mark
• Dancing Lights
• Daze (DC 13)
• Detect Magic
• Disrupt Undead
• Flare (DC 13)
• Ghost Sound (DC 13)
• Light
• Mage Hand
• Open/Close (DC 13)
• Prestidigitation
• Ray of Frost
• Read Magic
Level 1 spells
• Colour Spray (DC 14)
• Grease
• Obscuring Mist
• Ray of Enfeeblement (DC 14)
• Shield
• Shocking Grasp
• True Strike
• Vanish (DC 14)
| Trem Kiran |
Trem is a bit disappointed he doesn't get to see the Song'O village again, but hopes they will make it tomorrow. I was looking forward to see that village, can't imagine how Muhdzuzi feels right now. He makes polite conversation during the meal and spend most of his evening learning more words in polyglot with Muhdzuzi if the halfling is willing.
| GM Madcaster |
"Me neither," Adaela shakes her head.
Before the dinner starts she brings a bottle bottle of quality Eleder whiskey to accompany the meal.
Muhdzuzi, although does look a bit upset, actually seems to enjoy teaching someone his language.
Over the course of the dinner, Adaela tells you that she once was a holy warrior of Iomedae, leaving home to train in Eleder. For years she served her country, until one day her vows brought her face to face with her sister, who became a smuggler and major figure in Crown's End Besmara Cult. Adaela tried hard to redeem her sister, but to no avail. So, she forsook her vows, turned against her fellow soldiers, let her sister flee to the Shackles and then surrendered.
Given the circumstances, her sentence was lenient: enslavement to the Narsus family to compensate them for the goods stolen by the younger Praet sister. When Servius Narsus freed his slaves after bringing them to Pridon’s Hearth, Adaela used her training to help keep the peace, and the count eventually appointed her sheriff despite her previous lapse in judgment.
When the dinner is coming to an end, she asks you to listen to her warning.
"I don't think you've noticed yet, but Aspis Consortium has its own plans for Pridon's Hearth," she begins. "Hamsa Gadd knows much more than she is willing to tell about her expedition and if any member have survived, they could tell us a lot about the exact goals of the Consortium in this region."
She pauses for a moment, thinking about something and continues.
"You should talk to Kanjo Arram. His master was on Hamsa's expedition, I believe, so he's now looking for him."
Adaela describes you what he looks like and where you can find him.
Sulia, you know this without rolling.
Trem, Visruþ - you know this without rolling.
Aspis Consortium is an unscrupulous multinational trade organization with a 200 years of history, based in Ostenso, Cheliax, but with interests in many parts of Avistan and Garund.
Most people see the Aspis Consortium, with its blank-and-white-sailed ships, as a diverse group of tradesmen and non-landed nobility with their own private army of mercenaries, hirelings, and cheap labor, who have no ties to any one nation. Due to Cheliax's decline in the Inner Sea region since the beginning of the Age of Lost Omens, which also lead to a severe downturn in Aspis profits, the corporation has had to become more aggressive, always trying to be the first to exploit a new resource or manufacture a need for an existing product. It also has had to diversify its interests from pure trade to becoming brokers and procurers of exotic and highly valuable items. This has increased its prestige with the nobility and the powerful who desire these goods, and most Aspis agents are given free rein by local governments to pursue their activities.
Their well-deserved good reputation for high profits and once-in-a-lifetime ventures, however, is balanced by increasing suspicions about their unscrupulous business practices. In the settled lands bordering the Inner Sea, the Aspis tend to maintain a pallor of respectability, but the farther one travels into the wild hinterlands, the more its agents' subtlety is replaced by open violence and cruelty.
| Sulia Farwander |
"The pirate queen's a big deal." Sulia supplies. "Many sailors and pirates call to her for help when their ships are wrecked by storms... even though it's lord Gozreh's domain..." she huffs. "Still, those who worship her tend to become pirate captains or worse."
| Sau're'!K of The Mulaa Tribe |
Knowledge religion: 1d20 + 1 ⇒ (1) + 1 = 2
Knowledge History: 1d20 + 1 ⇒ (1) + 1 = 2
Apparently, never having heard of the Aspis Consortium or Besmara, Sau're'!K is obviously confused.
So this Aspis consortium is lead by a Pirate Queen ?
| Sulia Farwander |
"Eh... Probably not. Besmara's a goddess... Supposedly." she replies.
-Posted with Wayfinder
| GM Madcaster |
"No, no. Besmara is a goddess, and Aspis Consortium is a trade company," clarifies Adaela.
She answers any questions you might have, up until this enjoyable dinner eventually comes to an end. She wishes you good luck, and you leave her house, heading to the Stone Hall.
Walking through one of the streets you see a town guard standing in front of one of the passages between buildings. As you walk past him you hear a cry for help, quickly muffled.
| GM Madcaster |
"Can't do that, young lady," he blocks your way. "He's drunk, and is a danger to himself and you. We're escorting him home."
He's clearly lying.
Bluff: 1d20 + 6 ⇒ (6) + 6 = 12
Sense Motive Sulia: 1d20 ⇒ 5
Sense Motive Saurek: 1d20 + 12 ⇒ (13) + 12 = 25
Sense Motive Trem: 1d20 ⇒ 12
Sense Motive Visruþ: 1d20 - 1 ⇒ (12) - 1 = 11
| Sau're'!K of The Mulaa Tribe |
Sau're'!K addresses his travelling companions. Something is clearly amiss here. He then steps back waiting to see if any of his friends can deal with the situation peacefully.
| GM Madcaster |
In response to Sulia's persistance, the guards pulls a stone from his pocket and calls his friends from the passage. The first "guard" then throws a stone at your legs, creating creates a deafening bang. Sarari, Sulia, Visruth are deafened. One of his associates runs up to help and both of them flank Sulia, but in his haste the second "guard" does not hit the target. Meanwhile, the third tried swings hes dagger at the man who called for help, but without any result for now.
Your turn.
A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Init:
[dice= "Guard" 1]1d20+6[/dice]
[dice= "Guard" 2]1d20+6[/dice]
[dice= "Guard" 3]1d20+6[/dice]
Avg. 18
Sau're'!K: 1d20 + 1 ⇒ (1) + 1 = 2
Sulia: 1d20 + 1 ⇒ (15) + 1 = 16
Trem: 1d20 + 3 ⇒ (20) + 3 = 23
Visruth: 1d20 + 3 ⇒ (8) + 3 = 11
Avg. 13
Surprise:
[dice= "Guard" 3 Attack]1d20+3[/dice]
Round 1:
[dice= "Guard" 2 Attack]1d20+3+2[/dice]
[dice= "Guard" 3 Attack]1d20+3[/dice]
Sau're'!K Fort DC 15: 1d20 + 3 ⇒ (14) + 3 = 17
Rekth Fort DC 15: 1d20 + 4 ⇒ (9) + 4 = 13
Sulia Fort DC 15: 1d20 + 2 ⇒ (14) + 2 = 16
Sarari Fort DC 15: 1d20 + 4 ⇒ (6) + 4 = 10
Visruth Fort DC 15: 1d20 + 5 ⇒ (5) + 5 = 10
| Trem Kiran |
Trem wasn't really paying attention, he was repeating in his mind the words he just learned in polyglot. So when the stone exploded, he snapped out of it to realize that they are under attack. He uses his arcane energy on the third guard hoping to delay him in his attacks for a few seconds.
Cast Daze Will DC 14
Sarari is a bit slower than usual with the deafening explosion, but still manage to get her sword out. She attacks one of the guards flanking Sulia. While the attacks physically hit, she isn't sure if it when through the armor.
Greatsword-power attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 2d6 + 9 ⇒ (1, 2) + 9 = 12
| Sau're'!K of The Mulaa Tribe |
Sau're'!K looks at the man who has thrown the stone.
You have made a mistake...
The Saurian shaman draw his scimitar and step up to attack one of the guards and swings at the man.
Scimitar: 1d20 + 1 ⇒ (8) + 1 = 9
| Re'!k'th the Pachycephalosaurus |
Re'!k'th puts his head down and charges one of the men.
Head-butt: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 7 ⇒ (3) + 7 = 10
charged... so -2 ac till next round
| Trem Kiran |
Forgot to say that Trem uses his move action to take out his crossbow.
| Visruþ |
Round 1
With his ears rinking, Visruþ pulls out his rapier, enhances it with his arcane
power (swift action,+1 hit/damage for 1 minute) and moves to flank
guard #2 (opposite Sulia from him)
rapier, enhanced: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d6 + 3 ⇒ (4) + 3 = 7
(+1 from arcane pool, and flanking)
But misses because of the ringing in his ears.
| Sulia Farwander |
I'm getting the feeling I should stop trying to be nice to people it isn't working.
Sulia looks more shocked at his rude behavior than she is about the thunderstone going off near her. "How dare you!" she exclaims very loudly, though the precision of speech is somewhat slurred by her inability to hear. Turning to the one Visruþ is fighting, she swings her mace up to clock the man in the chin.
1d20 + 3 ⇒ (1) + 3 = 4
... Sigh...
| GM Madcaster |
The assaulted man makes a run as far as he can, but the first "guard" makes a lucky cut and the man falls down. Next moment the third thug catches up and sticks his sword into the fallen man, who is now bleeding profusely and does not move.
The first thug also manages to land a strike on Rekth, leaving a deep cut. 7 damage for Rekth. His flanking buddy makes a successful lunge at Sulia, leaving her with an arm cut. 5 damage for Sulia.
Your turn. Sulia, you have an AoO against the 3rd thug.
[dice= "Guard" 1 AoO (man)]1d20 + 4[/dice] [dice= "Guard" 1 Crit]1d20 + 4[/dice]
[dice="Guard" 1 Damage]1d6 + 2[/dice]
[dice= "Guard" 1 Attack (Rekth)]1d20 + 4[/dice]
[dice= "Guard" 1 Damage]1d6 + 2[/dice]
[dice= "Guard" 2 Attack (Sulia)]1d20 + 4 +2[/dice]
[dice= "Guard" 2 Damage]1d6 + 2[/dice]
[dice= "Guard" 3 Attack (man)]1d20 + 4+4[/dice] [dice= "Guard" 3 Crit]1d20 + 4+4[/dice]
[dice= "Guard" 1 Damage]2d6 + 4[/dice]
Well, no diplomacy would have helped you in this case. Be it a even 30 or higher. Think about it - they're trying to kill a person. Would you allow a random person to just go past and check on that person? However persuasive they are? Sometimes dice and skills are not enough.
| Trem Kiran |
Seeing the second bandit stabbing the man that is down, Trem gets visibly angry. "You are going down, I don't care who you are!" He uses arcane words and in an instant the floor under the two thugs become covered with some sort of grease. Staying upright for the two men just became very hard. Trem then loads his crossbow.
Sarari swing again her sword, but can't seem to an opening and the blade is harmlessly deflected.
Greatsword: 1d20 + 5 ⇒ (4) + 5 = 9
The dice god hate me when I'm a player :(
| Visruþ |
Round 2
Still unable to hear anything, Visruþ strikes at the thug between him and Sulia…
« የሚያስደነግጥ መረዳት » Infernal: "shocking grasp"
… and attempts to cast Shocking Grasp, through his rapier (magus spellstrike ability)
rapier, enhanced: 1d20 + 7 ⇒ (11) + 7 = 18
rapier damage: 1d6 + 3 ⇒ (4) + 3 = 7
(+1 from arcane pool (round 2/10), and flanking)
spell failure, higher is better: 1d100 ⇒ 60
spell failure chance for Shocking Grasp: 21+ = success
shocking grasp damage: 2d6 ⇒ (1, 2) = 3 … that's disappointing! :p
Electricity damage, no save