Amarthecthel
|
"Someone stop him," says Amarthecthel in a stage whisper.
His rapier already drawn, the elf quiets his mind, standing well in front of the group, ready to attack whatever comes close.
Swift Action: Spend 1 arcane point to grant his weapon a +1 enhancement bonus. Ready an action to charge anything that approaches and looks threatening.
Charge w/ Mwk cold iron rapier: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 261d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Critical threat confirmation: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 121d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Az'Avis
|
Avis wraps his arms around Kalkamedes and gives him an affectionate bear hug to keep him in place. He instructs Tongi to lie low and the snake uses the cover to hide, ready to strike if the group is attacked.
Grapple: 1d20 + 5 ⇒ (14) + 5 = 19
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
| Keith S. |
A bear moves forward through the bushes and stands up to threaten the party!
Kalkamedes struggles with Az'Avis grip.
The bear is right in front of Amarthecthel! Any party member may go.
[this seems simple enough that we can talk our way though it]
Amarthecthel
|
I've already rolled the dice, above. If its AC is 12 or below, Amarthecthel did 13 points of damage. If it's above 12 but less than 26, he did 4 points of damage.
Continuing the attack...
Rime-templated frostbite spell
Spellstrike: 1d20 + 4 ⇒ (13) + 4 = 17
damage, rapier + spell: 1d6 + 2 + 1 + 1d6 + 1 ⇒ (1) + 2 + 1 + (3) + 1 = 8
So, in addition to the damage (4 or 13) from the primary hit, Amarthecthel hit the bear a second time for a further 4 lethal and 4 nonlethal. If the bear is still conscious after taking 12-21 points of damage, it is also Entangled in ice for 1 round.
Az'Avis
|
Tongi snakes forward and strikes from the shadows, wrapping itself around the bear. Avis holds on to Kalkamedes, keeping him out of harm's way.
It charges out of stealth .. maybe the bear is flat-footed?
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Grab: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Paewyn Temari
|
Saving the rest of her spells for other contingencies, Paewyn raises her crossbow and looses the bolt at the bear, being careful not to hit Armathecthel or Tongi.
Ranged attack, light crossbow, into melee: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Damage, light crossbow bolt: 1d8 ⇒ 6
| Keith S. |
The bear is hit several times, but Tongi fails to grapple the beast!
It steps forward, rearing, and attacks Amarthectel.
claw 1d20 + 5 ⇒ (15) + 5 = 20 confirm crit 1d20 + 5 ⇒ (10) + 5 = 15 (no) damage is 1d6 + 5 ⇒ (4) + 5 = 9 to the Mage
claw 1d20 + 5 ⇒ (2) + 5 = 7
bite 1d20 + 5 ⇒ (7) + 5 = 12
Party may go, Kalkamedes moves closer to the bear; he is now 10 feet away, although he is not attacking; he appears more likely to pass right through the melee.
Az'Avis
|
Avis lets go of Kalkamedes and charges the bear. Mid-sprint he draws his scimitar and strikes in tandem with Tongi.
Tongi Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 8 ⇒ (8) + 8 = 16
Avis Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Avis Crit Confirm: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
If crit: 1d6 + 4 ⇒ (5) + 4 = 9 + 6 = 15 damage.
Anyone up for bear sandwich?
Amarthecthel
|
Keith: I think you missed the fact that I first critted him, then hit him with a second attack -and- a spell. The bear took 12-21 points of damage from Amarthecthel alone. If the bear survived, it was Entangled in ice. All its attacks would be at -2 to hit. More importantly, it rolled a 15. How was that a critical threat?
| Keith S. |
At the elf: you are correct, it should not have been a critical threat. But the crit confirmation missed anyway. You still are hit for the damage.
I probably misunderstood your method of writing your spell and attack; but my understanding of the frostbite spell is that is does not entangle - it fatigues the target.
The bear survived the attacks in the first round.
I will give Delphinia and Paewyn some time to post for their actions before we move forward in combat.
Az'Avis
|
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
| Keith S. |
There you go then. OK, the bear is entangled and no damage was done to Amarthectel.
Still waiting for Delphinia and Paewyn.
| Keith S. |
The bear succumbs to the various attacks this round, collapsing in a heap.
Kalkamedes pays no attention and continues to move forward at his steady pace. (20 feet). Ahead of you lies a small wooded region at the base of a hill.
Please describe how you arrange yourselves around him.
| Keith S. |
Kalkamedes strolls along through the dark night, along a rough path into some woods.
Suddenly, a voice rings out ahead of you!
"Throw your money and weapons to the ground, my Lords and Ladies" calls out a mocking voice.
Ahead of you are three figures, carrying hand weapons. Bandits, they seem to be.
You have the initiative if you wish to attack, or monologue or whatever - basically though you can each take a round of actions.
Paewyn is in back, and will act when she is not "radio silent"
Az'Avis
|
Avis wanted to slap Delphinia. Her pride wasn't worth his life! But Avis did hope the situation would escalate. He was ready to dive to the side into the bushes and roll onto the ground for cover.
At the slightest hand of danger, Avis dives to his right, seeking cover/concealment from/in the forest.
Luthor Roshan
|
Now, now, we intend no such thing sirs. We seek nothing more than help our little sleep walker here and we will be out of your way. Plus, lets me honest there are more of us than there are of you. Blood shed need not be spilt this day.
Luthor will reveal a small bag of coins and shakes them just enough to jingle. Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
Amarthecthel
|
"Gentlemen," says Amarthecthel with a grin, "You have chosen targets poorly. We are Pathfinders and you will survive only if you start running before we reach you."
Charge 3xSE, attack.
Mwk cold iron rapier v. B1: 1d20 + 4 ⇒ (3) + 4 = 7
Oof!
| Keith S. |
Amarthecthel's attack is easily parried by the bandit, who laughs. The other two near him jump in to beat on the elf!
Maces and a sickle blows rain down upon the elf
1d20 + 4 ⇒ (18) + 4 = 22 hit
1d20 + 4 ⇒ (11) + 4 = 15 miss
1d20 + 4 ⇒ (20) + 4 = 24 confirm crit [1d20 + 4 ⇒ (4) + 4 = 8, NOT confirmed, normal hit
damage is 1d6 + 2 ⇒ (3) + 2 = 5 and 1d6 + 2 ⇒ (6) + 2 = 8
Kalkamedes stumbles forward, oblivious to the danger, and two more bandits rush out of the woods at him, slashing at him.
The last bandit moves up and considers who to attack next.
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (5) + 6 = 11
Kalkamedes is hit for 1d6 + 2 ⇒ (2) + 2 = 4 and 1d6 + 2 ⇒ (2) + 2 = 4. He flinches but keeps stumbling forward.
PCs go!
Amarthecthel
|
Badly injured, Amarthecthel will fight defensively.
Full attack, fighting defensively. If the first attack drops B1, then attack B3 with the second. Using shocking grasp with the second attack (spell combat).
1st attack,Mwk cold iron rapier, fighting defensively: 1d20 + 4 - 4 - 1 ⇒ (17) + 4 - 4 - 1 = 16
2nd attack,Mwk cold iron rapier, fighting defensively: 1d20 + 4 - 4 - 1 + 3 ⇒ (18) + 4 - 4 - 1 + 3 = 20
critical threat confirmation: 1d20 + 4 - 4 - 1 + 3 ⇒ (9) + 4 - 4 - 1 + 3 = 11 <-Not a crit.
damage, 1st attack: 1d6 + 2 ⇒ (6) + 2 = 8
damage, 2nd attack: 1d6 + 2 + 2d6 ⇒ (1) + 2 + (4, 1) = 8
Adjusted AC = 18
Az'Avis
|
Avis curses as he charges a bandit. While running he draws his scimitar, instructs Tongi to assist him and slashes away at the fool.
Charge+draw weapon @ bandit B4
Avis Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Avis Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Tongi Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Tongi Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Tongi Grapple: 1d20 + 10 ⇒ (5) + 10 = 15
And so comes an end to my luck with dice on Avis :D
| Keith S. |
The bandits drop like, well, like dead bandits.
Bandits 1, 4, 5 and 6 all drop to the ground. The two in front of Amarthecthel remain, grimly fighting to the end!
1d20 + 4 ⇒ (5) + 4 = 9 to hit
1d20 + 4 ⇒ (8) + 4 = 12 to hit
but the brigands both swing wildly and miss.
Kalkamedes continues to move forward, until he is just north of bandit B3.
I am not updating the map - everyone can rush forward into combat to aid Amarthecthel and get into combat if you desire.
Players, go!
Amarthecthel
|
Amarthecthel pushes his will into his rapier, lending it an aura of magic.
Spend Arcane Point to grant the rapier a +1 bonus.
Mwk cold iron rapier, fighting defensively: 1d20 + 4 - 4 + 1 ⇒ (3) + 4 - 4 + 1 = 4
Adjusted AC = 18
Az'Avis
|
Avis and Tongi run up to one and while the snake curls up around the man, grappling him, Avis leans in to give the man a piece of his mind. "I'mma give you one chance to run, mon. You bettah take it .. ", he says as he flashed wicked sharp teeth, leaning in further so that no one can hear what he says..
Tongi Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Tongi Grab: 1d20 + 10 ⇒ (20) + 10 = 30
Avis Intimidate: 1d20 - 1 ⇒ (17) - 1 = 16
| Keith S. |
With a yelp, the two bandits turn and race off into the woods, heading to the southwest -ish.
Kalkamedes keeps moving north at his steady pace of 20'
Amarthecthel
|
"Ow," says Amarthecthel, limping over to Luthor for help.
"I have a wand of cure light wounds" he says. "Please use this on me."
CLW wand used by Luthor: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand used by Luthor: 1d8 + 1 ⇒ (3) + 1 = 4
"My thanks," he concludes, and moves back to the scout position.
Amarthecthel
|
"I shall be glad to buy you an ale, Man, if you will keep me alive long enough to profit from this mad little venture!"
| Keith S. |
Kalkamedes was indeed wounded, but he keeps heading north at his steady ground eating clip. By running and pausing to heal, you keep up with him.
I will pause in case anyone wants to do anything else before the next thing happens.
| Keith S. |
Kalkamedes strides tirelessly on into the night (can you become tired when sleepwalking, you wonder?). Two hours after the bandit encounter, his path leads over a low hill. Ahead of you, you see the light of the sinking moon washing the sub-alpine valley before you in a silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed room barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon's light again illuminates it. Only a single entryway mars the smooth windowless facade of the lone building.
It looks like the image you saw on the burned paper from Kalkamedes stove.
Kalkamedes keeps striding toward the entrance. You have about 10 min for any preparation before he gets there.
Az'Avis
|
"Oh mon, this image spells trouble. Moonlight, fading realms, this smells like fey! Dem whimsy spirits be damned if that be true."
Knowledge Nature: 1d20 + 8 ⇒ (19) + 8 = 27
I got no clue whether this is right, I'm just playing how Avis would react :D
| Keith S. |
Kalkamedes strolls right up to the entrance and heads inside, not slowing a bit. The opening is a 10 foot wide arch, its keystone marked with a seven pointed star wreathed in ancient markings. The corridor beyond is unlit, but seems to be build of cut stone block from the little you can see by the entrance. Weathered script snakes its way up and down each side of the arch.
Everyone make perception checks please, and state what you are going to use for light.
And do you allow Kalkamedes to stroll right into the darkness or do you stop him?