| RPGGGM |
Serena sees the concealed door's trigger (you get a bit of a bonus because you know it is there) but ignores for the sake of expediency.
Illith too notes the door and it the lever to activated it but something else as well--voices on the other side. There is some discussion going on on the other side of the secret door. Illthir however cannot make sense of the language that is being spoken.
The voices pause.
| Illthir Winlowe |
"Who would lurk here?" Illthir whispers to her companions, conveniently ignoring their own lurking. Then, in a louder voice, she simply asks. "Who goes there?" Whomever were there had probably noticed them already and while they probably weren't the responding kind - hey miracles do happen. This ought to be the right place for it even!
| Shepherd Jhod Kavken |
There's a slight pause followed by lots agitated whispering.
Jhod's looks concerned.
"Ai cairtainly 'ope you all know what eet eez you aré doeng."
....
Illthir's Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Serena's Initiative: 1d20 ⇒ 7
1d20 ⇒ 7
1d20 + 6 ⇒ (2) + 6 = 8
ROUND 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ ???
__ Serena
__ Shepherd Jhod Kavken
__ Fergus
| Illthir Winlowe |
"Always." Illthir lied with a s!!&-eating grin. As her first action she moves a few steps east, which if she remembered the map right should let her watch both exit paths of the secret room. Then she readied a Hideous Laughter in case anything hostile came into view.
| RPGGGM |
The people in the room do people-in-the-room stuff.
There are loud, repeated **Pop!** noises, followed by more hurried chattering.
ROUND 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ ???
__ Serena
__ Shepherd Jhod Kavken
__ Fergus
| Serena Mistcastle |
Serena unsheathes her scimitar with a sigh. More violence. When will they learn that this isn't the answer?
| RPGGGM |
From inside the hidden chamber, a chant begins and grows louder as a half-dozen or more scratch voices quicken with each repetition of the phrase.
"HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON!
ROUND 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ ???!
__ Serena
__ Shepherd Jhod Kavken
__ Fergus
| RPGGGM |
I'm just gonna rule that Fergus has fallen behind looking at all the eyeball iconography on walls back in the hallway before the "throne room."
The chant builds and quickens. "HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMANARSACHON! HAMMANARSACHON! HAMMANARSACHON!
ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ ???!
__ Serena
__ Shepherd Jhod Kavken
__ Fergus
| Illthir Winlowe |
"..." That couldn't be good could it? The skald briefly considered trying to figure out what they were chanting, but she suspected that it would soon become apparent in the most horrible way. So instead, let's kick open the door and hope they can deal with whatever *it* is.
Move to door, open door?
| Ashen Path Nihilist |
Illthir pushes the door into a lightless chamber (that the Shepherd's light spell casts half of in dim illumination).
An apparent difference in air pressure expels a torrent of dust into hall the characters are in. Everyone, Reflex save DC 13, or be sickened.
Then there is a flapping noise, like a swarm of lethargic bats taking wing, and out fly the forms of four, small, blurry, vaguely imp-shaped humanoids clothed in dirty, black robes and long charcoal-colored scarves. As they fly over the party's heads they shout "HAMMA NARSA CHON!"
When your PC sees them you can make a single Knowledge (planes) check and open any of the following DCs you beat.
As usual, PC's can get attacks of opportunity off against any of the four that flew overhead into the hallway that they can reach if they wish. Note: make your Reflex save first to see if you are sickened or not.
Then three of the four long-nosed, grey imps blow billows of more irritating grit down upon the party. While most of the rest crowd around the open door and do likewise from the safety of the room. Possibly five (six for Illthir due to her position) more Reflex DC 13 saves pending the results of any AoOs from the party.
| RPGGGM |
"HAMMA NARSA CHON!!
ROUND 2! (NEW Theme ♬)
The Bold May Act!
_________________
__ Illthir (pending Reflex DC 13)
__ ?!?! blurred 20% miss chance, (Black: Readied an action)
__ Serena (pending Reflex DC 13)
__ Shepherd Jhod Kavken (pending Reflex DC 13)
| Illthir Winlowe |
Reflex!: 1d20 + 5 ⇒ (6) + 5 = 11
Know(Planes): 1d20 + 4 ⇒ (14) + 4 = 18
"*Cough cough cough!*" Illthir retches and tries to expel the dust from her lungs, but mostly fails.
While the denizens of other planes wasn't something she was an expert on, as a skald she had certain insights still. And she knew scene kids when she saw em. "Mephits. Goth mephits." she shares between the coughs and wheezes.
| RPGGGM |
"HAMMA NARSA CHON!! yell the dusty scamps seeing the party cough and sneeze.
After the initial gout of dust...
Green breath slashing damage: 1d4 ⇒ 1 Rounds sickened: 1d3 ⇒ 3
The rest exhale more dust upon the party.
Each of the following is a Reflex save DC 13 for half damage and not being sickened possibly longer than you already are. EDIT: or not, folks are sickened for 3 rounds. They don't stack.
Yellow breath slashing damage: 1d4 ⇒ 3 Rounds sickened: 1d3 ⇒ 1
Pink breath slashing damage: 1d4 ⇒ 1 Rounds sickened: 1d3 ⇒ 3
Red breath slashing damage: 1d4 ⇒ 3 Rounds sickened: 1d3 ⇒ 1 Jhod doesn't need to save vs this one.
Blue breath slashing damage: 1d4 ⇒ 4 Rounds sickened: 1d3 ⇒ 3 Jhod doesn't need to save vs this one.
Orange breath slashing damage: 1d4 ⇒ 4 Rounds sickened: 1d3 ⇒ 1
Purple breath slashing damage: 1d4 ⇒ 4 Rounds sickened: 1d3 ⇒ 1 Serena doesn't need to save vs this one.
ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir (pending 6 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena (pending 5 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Shepherd Jhod Kavken (pending 4 more Reflex DC 13) -1 hp
| Ashen Path Nihilist |
"HAMMA NARSA CHON!!" cry the morbid mephits.
ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir (pending 6 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena (pending 5 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Shepherd Jhod Kavken -10 hp, sickened 1 rd.
| Serena Mistcastle |
Ref save (yellow): 1d20 + 6 ⇒ (15) + 6 = 21
Ref save (pink): 1d20 + 6 ⇒ (17) + 6 = 23
Ref save (red): 1d20 + 6 ⇒ (18) + 6 = 24
Ref save (blue): 1d20 + 6 ⇒ (20) + 6 = 26
Ref save (orange): 1d20 + 6 ⇒ (6) + 6 = 12
| Illthir Winlowe |
Reflex!: 1d20 + 5 ⇒ (17) + 5 = 22
Reflex!: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex!: 1d20 + 5 ⇒ (7) + 5 = 12
Reflex!: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex!: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex!: 1d20 + 5 ⇒ (2) + 5 = 7
"Magic *cough* weapons. Or maybe words" Not sure how much Illthir knows about speaking with them, but they are speaking A language at least.
| RPGGGM |
1d20 + 1 ⇒ (9) + 1 = 10
Illthir recalls Alia saying she and the others routed a band of dirty imps that could hang in the air like pollen from the dungeon in the past. She mentioned at the time that she spoke with one among them (when they weren't shouting some unintelligible nonsense) in the common tongue. She did mention that the little blighters were light enough to walk over the various pit traps without setting them off.
"HAMMA NARSA CHON!!"
ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena -12 hp, sickened 3 rds.
__ Shepherd Jhod Kavken -10 hp, sickened 1 rd.
| Shepherd Jhod Kavken |
Seeing that nobody has any idea of what to do in the situation Shepherd Kavken sounds a retreat.
"RUN!"
He takes a withdraw action back into the throne room, although it is not enough to get him clear of all of the attacks of opportunity.
green claw (AoO, higher ground): 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss
yellow claw (AoO, higher ground): 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d3 + 1 ⇒ (2) + 1 = 3 hit
Serenabot follows.
green claw (AoO, higher ground): 1d20 + 6 ⇒ (18) + 6 = 24 damage: 1d3 + 1 ⇒ (3) + 1 = 4 hit
yellow claw (AoO, higher ground): 1d20 + 5 ⇒ (10) + 5 = 15 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss
| RPGGGM |
The pair clear the hallway beneath the attacks of the flying mephits.
"HAMMA NARSA CHON!!"
ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena -16 hp, sickened 2 rds.
__ Shepherd Jhod Kavken -13 hp
| RPGGGM |
The pair clear the hallway beneath the attacks of the flying mephits.
"HAMMA NARSA CHON!!"
ROUND 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena -16 hp, sickened 2 rds.
__ Shepherd Jhod Kavken -13 hp
| Illthir Winlowe |
Illthir was more then eager to display her better part of valour, at least if her comrades withdraw first! Flee! Tactical reposition!
Withdraw! Don't want to be left alone with all that :p
Though I'm not sure how much the withdraw bit helps but double move is the same distance so eh
| RPGGGM |
Illthir was more then eager to display her better part of valour, at least if her comrades withdraw first!
Flee!Tactical reposition!Withdraw! Don't want to be left alone with all that :p
Though I'm not sure how much the withdraw bit helps but double move is the same distance so eh
It doesn't help Illthir avoid the two mephits she has to run beneath as they each threaten three spaces beneath them. Although if she is killed it might happen one square closer to the others if that is any help.
green claw (AoO, higher ground): 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
yellow claw (AoO, higher ground): 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
Serena withdraws with all possible haste and as best she is able without suffering an AoO.
Not possible given the space (and the fact I have already done it, and you haven't actually moved your token anywhere). I suppose Serena could have try to run the other way into the room with the long pit trap marked on their map or into the room the mephits emerged from. But again, at least two AoOs and the added trouble of being separated from the majority of the party.
| Ashen Path Nihilist |
Black's readied action goes to waste.
The ghastly little imps flow like dust on a breeze through the dungeon in quick pursuit. They overtake Serena and surround her at about head height, swiping at her with their little clawed hands all the while scream out their chants, in angry weasel voices.
"HAMMA NARSA CHON!!"
"HAMMA NARSA CHON!!"
"HAMMA NARSA CHON!!"
At this point green and orange both trigger AoOs from Serena (in that order green first then orange) as they fly in to attack her. Remember they are blurred.
green claw v Serena (higher ground): 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
yellow claw v Serena (higher ground): 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
orange claw v Serena (higher ground): 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
purple claw v Serena (higher ground): 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d3 + 1 ⇒ (3) + 1 = 4 hit
THREAT
Confirm?: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss
red claw v Serena (higher ground): 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
pink claw v Serena (higher ground): 1d20 + 6 ⇒ (6) + 6 = 12 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
| RPGGGM |
Most this results in a lot of flapping about, but one of the little buggers rakes her cheek beneath her right eye.
Now Serena can withdraw if she likes, but she (everyone else) can tell now that her winged pursuers are much faster than she is.
ROUND 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 2 rds.
__ Dust mephits blurred 20% miss chance (Black, and Blue ready actions)
__ Serena -20 hp, sickened 2 rds.
__ Shepherd Jhod Kavken -13 hp
| Fergus Bouldershoulder Ironmug |
Hearing all the noise, Fergus runs as fast as his short legs can carry him towards the sounds of combat and shouting.
Sorry, I wasn't getting updates on the game.
| RPGGGM |
ROUND 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 2 rds.
__ Dust mephits blurred 20% miss chance (Black, and Blue ready actions)
__ Serena -20 hp, sickened 2 rds.
__ Shepherd Jhod Kavken -13 hp
__ Fergus
| Fergus Bouldershoulder Ironmug |
Fergus will move to the door and shout. Quick! Get out of there and I'll deal with them! He then touches a ruby gemstone on one of his rings and chants a small arcane phrase.
Ignis Shar Alar before a small orange bead pops into existence, hovering just above his hand.
Ready Action, when Serena gets clear, He will throw a fireball into the room. Reflex DC 18. I know talking to them was discussed, but Fergus missed that. So... yeah. Also, remember you can still try to acrobatics while withdrawing.
fireball: 6d6 ⇒ (4, 3, 5, 2, 6, 2) = 22
| RPGGGM |
Fergus begins to move his hands and intone the mystical syllables to his destructive spell.
| Serena Mistcastle |
Serena switches to total defense and makes for the opposite door, despite any AoOs. If the door is not locked, she flings it open, goes through, and slams it shut behind her. If it is locked, she tries to make it to the far corner of the room (northeast corner) and huddles down, hoping to avoid the worst of the fireball.
Reflex save (if needed): 1d20 + 6 ⇒ (20) + 6 = 26
| RPGGGM |
Serena switches to total defense and makes for the opposite door, despite any AoOs. If the door is not locked, she flings it open, goes through, and slams it shut behind her. If it is locked, she tries to make it to the far corner of the room (northeast corner) and huddles down, hoping to avoid the worst of the fireball.
Which door? Remember also Serena can only move 20' if she's taking a total defense action.
| Serena Mistcastle |
The door on the north side of the room. I moved her to the door, which she could just reach with her 20-foot movement. If the door is locked, she will hunker down and try to ride out the coming blast.
| Shepherd Jhod Kavken |
Jhod turns back toward the door awaiting Illthir and Serena to clear the room so that he can invigorate them with the healing down-home goodness of his god Erastil's vibes.
For now he readies an action to channel a burst of healing energy the moment that Illthir and Serena clear the door into the hallway, since healing bursts don't travel around corners and he knew they were both right behind him.
| RPGGGM |
Ready Action, when Serena gets clear, He will throw a fireball into the room.
With the trigger still on the stack Fergus remains 'readied' holding onto the beginnings of a fireball. Fergus can just let it slide though and give up the spell.
Unlike channeling positive energy, holding onto a readied spell requires concnetration.
ROUND 4! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 2 rds.
__ Dust mephits blurred 20% miss chance (Black, and Blue ready actions)
__ Fergus readied fireball
__ Serena -20 hp, sickened 1 rd.
__ Shepherd Jhod Kavken -13 hp, readied healing burst
| Ashen Path Nihilist |
Almost forgot the Attacks of Opportunity.
The ghoulish little imps claw at Serena (total defense) as she backs out beneath the swarm.
green claw v Serena (higher ground): 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
yellow claw v Serena (higher ground): 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss
orange claw v Serena (higher ground): 1d20 + 6 ⇒ (4) + 6 = 10 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
purple claw v Serena (higher ground): 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
red claw v Serena (higher ground): 1d20 + 6 ⇒ (18) + 6 = 24 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
pink claw v Serena (higher ground): 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
black claw v Serena (higher ground): 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d3 + 1 ⇒ (3) + 1 = 4 hit
THREAT
Confirm?: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss, just
blue claw v Serena (higher ground): 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
One of the mephits in the back catches Serena a blow to the scalp.
| RPGGGM |
ROUND 4! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 2 rds.
__ Dust mephits blurred 20% miss chance
__ Fergus readied fireball
__ Serena -24 hp, sickened 1 rd.
__ Shepherd Jhod Kavken -13 hp, readied healing burst
| Fergus Bouldershoulder Ironmug |
just a heads up, the rooms small enough that I almost can't place it in a way where it won't cover the whole area. You'd have to be on the eastern wall to have a chance.
concentration: 1d20 + 11 ⇒ (18) + 11 = 29
| RPGGGM |
If Serena has time, before the blast, she lays hands on herself to recover 1d6 hp.
There's no blast. Fergus' readied action required the party to all clear the room first. At present, he is trying to maintain concentration on the spell.
| Serena Mistcastle |
In that case, she tries the north door. If unlocked, she opens it, goes through, and closes it behind her. If locked, she sighs and turns back to the mephits, wondering if a dash to the safety of the party is in order.
| Illthir Winlowe |
Welp. Sounds like Fergus has a plan for this retreat atleast! Illthir legs it again.
Pardon my slowness, haven't had the rhythm to check this game daily for a while ... :)
Edit: Looking at the map; one move should get Illthir as safe as she'll get. Standard action to ready an attack to whack whatever mephit comes through the door!
| Ashen Path Nihilist |
Black breaths a cloud of dust and other particulates at the fleeing paladin.
black breath weapon v Serena: 1d4 ⇒ 3 (Reflex DC 13 for half damage and not sickened for 3 rds.)
Blue tries to make a grab for her.
purple aid blue's attack v Serena (higher ground, v cover): 1d20 + 4 ⇒ (18) + 4 = 22
pink aid blue's attack v Serena (higher ground, v cover): 1d20 + 4 ⇒ (16) + 4 = 20
blue unimproved grapple v Serena (higher ground): 1d20 + 8 ⇒ (16) + 8 = 24
And yanks her head back by her hair. Serena has a weapon in hand so there is an AoO she can take if she wants to.
One of the mephits dives at Fergus though the open doorway.
The mephit screams "HAMMA NARSA CHON!!" in it's shrill little voice as it charges.
red unimproved bullrush v Fergus (higher ground, CHARGE!): 1d20 + 6 ⇒ (1) + 6 = 7
Alas for the mephit, it is only a pile of dust that weighs a pound or two. It splashes off the stolid dwarf like a bag of flour off of a stone. There's an AoO if Fergus wants to take it, bearing in mind that he is concentrating.
Another mephit reaches in and tries to drag the stunned mephit out of the way.
yellow unimproved drag v red: 1d20 + 3 ⇒ (6) + 3 = 9 Red does not resist and doesn't use his AoO.
But that mephit fails, leaving them both out in the open and the last two mephits unable to do much beside wait for them to clear the space. Green and orange delay.
| RPGGGM |
[/ooc]Before we go any further I need a Reflex save from Serena vs the dusty breath weapon, and decisions on Serena's possible AoOs. In that order.[/ooc]
At the end of which Serena may be grappled.
I also need to know if Fergus wants to take his AoO.
ROUND 4! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 2 rds.
__ Dust mephits blurred 20% miss chance
__ Fergus readied fireball (has an AoO on Red)
__ Serena -24 hp, sickened 1 rd. (pending a Reflex save DC 13 v breath weapon, and a possible AoO v Blue)
__ Shepherd Jhod Kavken -13 hp, readied healing burst
| Fergus Bouldershoulder Ironmug |
Fergus will not swing at the mephit as it moves in, merely glancing down at it with a raised brow before grumbling to himself as it bounces off.
Illthir, Jhod, please step away.
At this point, Fergus will delay. Still holding the fireball spell. At this point, he plans to use it once Illthir is away to not catch her in it. It'll be catching all the mephits, and Fergus once he 5ft steps back.
concentration: 1d20 + 11 ⇒ (11) + 11 = 22 if needed, though I don't think I've had to roll yet.