Capone~
|
Capone starts hoofing it as fast as his gnomish legs can take him.
GM kuey
|
Realised I forgot to give the ooc info on the wand. What Uori passed to Shelby was a wand of shield of faith. CL6th, 10 charges. Please take it that you would have passed to whomever you want to carry it.
The party races through the tunnels towards the surface, hoping to assist their mentor. The route to the surface leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As the you travel, you can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds — the raging fight between Janira and the minotaur.
You arrive at an area where the steeply inclined tunnels become tighter, ranging from 2 to 5 feet in width and average of about 9 feet in height. They branch, rejoin and dead-end in confusing and frustrating ways. Janira’s words are sufficiently audible by now that you feel inspiring courage to keep pushing on.
You gain the benefits of her inspire courage, i.e. +1 attack, +1 damage, +1 will save vs fear.
All Acrobatics checks DC increase by 4 instead of 2 due to slick floor, steep incline and tight quarters.
Just as Tere reaches yet another frustrating branch, he spots shortly in front an oozing glob of translucent animate monster, which starts reaching out towards the party. From the corner of his eye, he sees another similar creature down the side passage doing the same!
init, blobs: 1d20 - 5 ⇒ (8) - 5 = 3
init, Shelby: 1d20 + 9 ⇒ (6) + 9 = 15
init, Capone: 1d20 + 2 ⇒ (5) + 2 = 7
init, Gary: 1d20 + 0 ⇒ (3) + 0 = 3
init, Tere: 1d20 + 4 ⇒ (10) + 4 = 14
init, Faeria: 1d20 + 2 ⇒ (20) + 2 = 22
init, Yen: 1d20 + 2 ⇒ (16) + 2 = 18
combat map
Round 1: bold may act
Knowledge(Dungeoneering) for blobs
Status:Inspire Courage: +1 attack, +1 damage, +1 will save vs fear
Faeria
Yen
Shelby
Tere
Capone
Gary
red blob
orange blob
Capone~
|
Move Action
Capone moves forward, taking out his Wand of Bless.
Standard Action
He uses the wand on the party. Should get everyone as they are within 50 ft.
BLESS and INSPIRE COURAGE - +2 to attack rolls, +1 to damage rolls, +1 to will saves vs. fear
Tere di Montefeltro
|
The elf steps back to let the strange blob get out to where more of the party can attack it, then cuts at it as it approaches.
Cutting blob w/held attack, incl. inspire: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Slashing damage, incl. inspire: 1d10 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Gary "The Gray" Silgrin
|
Gary rushes forward and attacks the orange blob!
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d12 + 1 ⇒ (7) + 1 = 8
Yen Jinsa Taishin
|
Yen will pull a wand Wand of Magic Missile out of his robes and activate it.
A small bullet of force emerges from the tip and strikes the orange creature doing force damage: 1d4 + 1 ⇒ (3) + 1 = 4 points of force damage.
Shelby Salano
|
kn Dungeoneering: 1d20 + 7 ⇒ (20) + 7 = 27
Shelby takes a 5ft step, pulls his bow, and shoots at the red one.
cold iron arrow: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Faeria, the Mad
|
Placing the capering blue light before her, Faeria extends a hand down the southern passage and calls upon her arcane focus. "Fuego!"
burning hands DC 15: 2d4 ⇒ (2, 2) = 4
GM kuey
|
Shelby recognises these small oozes as giant amoebas. As oozes, they are mindless. Although technically blind, they can still easily sense the presence of objects and creatures, likely in sensing the vibrations in the air and ground. They attack by forming pseudopods to slam into prey, hurting them with acid that is coated on their surface. For small creatures, they can then use the pseudopods to grab on and constrict.
Capone activates his wand to call upon divine blessing for the party. Tere moves out of the way to draw the creature out, but Faeria steps into his vacated space and fries the red amoeba with a fan of fire.
red reflex: 1d20 - 5 ⇒ (17) - 5 = 12
Shelby attempts to skewer the same amoeba with his bow, but the arrow bounces off the corner of the wall instead.
The amoeba senses the source of its fire and moves forward, ignoring the blue-glowing vaguely humanoid figure in between. It forms a pseudopod to attack Faeria. Tere strikes first, however. Despite the awkward corner, he easily slices off the pseudopod, causing to amoeba to seriously leak goo all over the cavern floor. Undeterred, it forms another pseudopod, punching Faeria in the gut and causing some acid burn. It tries to coil around her waist but is not large enough to do so.
red slam: 1d20 + 3 ⇒ (14) + 3 = 17 dmg + acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (1) = 4
Onto the orange amoeba, Yen fires a magical bolt, punching into the moving sac of goo. Gary charges at it, chopping deeply into it. This amoeba starts leaking seriously also.
In retribution, the orange amoeba forms a pseudopod and slams it into Gary's thigh, similarly causing some acid burn. It also tries to coil around his leg, but Gary easily pulls himself loose.
orange slam: 1d20 + 3 ⇒ (12) + 3 = 15 dmg + acid: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5
combat map
Round 2: bold may act
Knowledge(Dungeoneering) for blobs
Status:Inspire Courage: +1 attack, +1 damage, +1 will save vs fear
Faeria (-4)
Yen
Shelby
Tere
Capone
Gary (-5)
red amoeba(-13)
orange amoeba (-12)
Capone~
|
Move Action
Capone takes out his Wand of Cure Light Wounds.
Second Move Action
He advances.
BLESS and INSPIRE COURAGE - +2 to attack rolls, +1 to damage rolls, +1 to will saves vs. fear
Shelby Salano
|
With archery you can choose any corner of your square as the origin point meaning you can fire around a corner. So no cover for the ooze from that shot. Corners are great for archers because since it effects melee but not ranged I can shoot around the corner and not take aoos.
"The oozes can get grabby."
-4 due to not having Precise
ranged with cold iron arrow: 1d20 + 4 + 1 + 1 - 4 ⇒ (10) + 4 + 1 + 1 - 4 = 12
dmg: 1d6 + 1 ⇒ (6) + 1 = 7
GM kuey
|
Shelby, you're right. Got mixed up with the rules for melee. Was separately thinking about Tere and Faeria providing cover, but I figured then that Shelby could delay until Tere moved out of the way, and before Faeria steps in. So that earlier arrow actually hit the amoeba, which was enough to take it out. Will retcon a bit, and transfer your attack below to the orange one instead.
Shelby's earlier arrow miraculously bounced against the wall, and plunges into the red amoeba, destroying it for good. Shelby then follows up immediately with another arrow to the amoeba further down the passage. Despite having to shoot past Gary, the arrow still finds its mark. It punctures the last amoeba, causing it to leak out its remaining juices.
Combat over!
You stop for a few seconds to catch your breath, but hearing the defiant but clearly weakening voice of Janira just 100 or so feet or so away, the party quickly continues to race down the passageway towards the glint of moonlight at the end of the tunnel.
Will give the party one round to heal up, buff, etc before exiting the tunnel.
Gary "The Gray" Silgrin
|
Gary pulls out a wand and smiles, "Whoever can cast Cure Light Wounds, you'll have my thanks."
Capone~
|
Cure Light Wounds Wand on Gary: 1d8 + 1 ⇒ (8) + 1 = 9
I'll let you decide from your wand or mine, but Capone will have his own wand out while walking out while putting away the wand of bless.
Gary "The Gray" Silgrin
|
I'll take the charge off of mine. It'll be pretty moot when I level, as that is when I'll start to do it myself.
After getting tapped, Gary follows Tere further up the tunnel. "What's going on out there?"
Yen Jinsa Taishin
|
I will go ahead and cast shield before we head out.
making my AC 20 for the following battle.
GM kuey
|
As you continue down, you begin to notice faint moonlight pouring in from the other end of the tunnel. In addition, the sound of Janira’s oration is now close and clear. After another 100 feet or so, you burst out of the caves into the surface.
I've rotated the map from the usual orientation to fit more space on Google Slides.
The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below. You emerge from the caverns into a 40-foot clearing at the base of the Kortos Mounts.
There's quite a bit of terrain information here.
The magical light emanating from Capone, Shelby as well as Faeria's blue-creature cast good lighting around you but beyond that, the full moon above only provides dim lighting over the entire area. It is nonetheless bright enough to illuminate even the shaded leaf litter beneath the trees.
1. Other than within yellow circle, it is dim lighting all around: concealment (20% miss chance.)
I've placed the yellow circle that would move with Shelby's character. There should be yellow circles around Capone and the dancing light but I can't do it without blocking access to your tokens. Will add in later should it matter.
Beyond the clearing and across much of the area, the woodlands are filled with underbrush, which would impede your movement and block some of your vision. In addition, the area is sparsely populated with trees, although they are still relatively juvenile and hence not very large.
2. All the green tiles are light undergrowth, i.e. difficult terrain, and provide concealment (20% miss chance).
3. The dark green splots are trees. You can share space with them and gain partial cover (+2 AC, +1 reflex).
Further down, the moonlight illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. The stream is about 10 feet wide and 5 feet deep, and the water rushes downstream from north to south.
4. The river requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. If you fall in, you would be washed downstream 30 feet per round.
A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. However, it looks slippery from the water splashing from the river.
5. Crossing the tree trunk requires a successful DC 7 Acrobatics check, and you would be flatfooted. If you fail, you can make a DC 13 Reflex save to fall prone on the trunk, or fall into the water.
A ledge to the south rises up above the nearby forest canopy to a height of 20 feet. You imagine that any one standing on the ledge would have a commanding view of the battlefield and have a clear vantage point for ranged attacks.
6. Southern ledge 20 feet high, and no concealment from the undergrowth.
Nearly 100 feet from the cave’s entrance, Janira is locked in combat with her relentless minotaur foe in a clearing on the eastern bank of the stream. There a wide gash across her side, and a deep gore in her shoulder. She is clearly pale with serious loss of blood. Despite that, her spirit is strong and defiant. Janira shouts, “You vile beast! I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”[/b] Her continued oration continues to inspire courage in your hearts. She is so focused on the minotaur that she has not noticed you.
By the way, don't forget the gear you got from Janira. (See link at top of page.)
1. Other than within yellow circle, it is dim lighting all around: concealment (20% miss chance.)
2. All the green tiles are light undergrowth, i.e. difficult terrain, and provide concealment (20% miss chance).
3. The dark green splots are trees. You can share space with them and gain partial cover (+2 AC, +1 reflex).
4. The river requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. If you fall in, you would be washed downstream 30 feet per round.
5. Crossing the tree trunk requires a successful DC 7 Acrobatics check, ands you would be flatfooted. If you fail, you can make a DC 13 Reflex save to fall prone on the trunk, or fall into the water.
6. Southern ledge is 20 feet high and no climb check necessary. From there, no concealment due to the undergrowth.
init, Janira: 1d20 + 6 ⇒ (15) + 6 = 21
init, minotaur: 1d20 + 0 ⇒ (6) + 0 = 6
init, Shelby: 1d20 + 9 ⇒ (12) + 9 = 21
init, Capone: 1d20 + 2 ⇒ (1) + 2 = 3
init, Gary: 1d20 + 0 ⇒ (16) + 0 = 16
init, Tere: 1d20 + 4 ⇒ (11) + 4 = 15
init, Faeria: 1d20 + 2 ⇒ (14) + 2 = 16
init, Yen: 1d20 + 2 ⇒ (12) + 2 = 14
Shelby, technically, you're before Janira in the initiative order, but I'm going to post her action first since I highly doubt what you do would affect hers.
Janira steps away from the minotaur and swings her whip at the minotaur's broken axe. The whip coils around the axe near the handle, but with a mighty jerk, the minotaur wrenches his axe free.
Janira whip, disarm: 1d20 + 2 ⇒ (4) + 2 = 6
combat map
Round 1: bold may act
Knowledge(Nature) for minotaur
Status:Inspire Courage: +1 attack, +1 damage, +1 will save vs fear
Shelby
Janira (-17, fatigued, 1NL)
Faeria
Gary
Tere
Yen
minotaur (-7)
Capone
Capone~
|
Remember, Bless and Inspire are going for a total of +2 Attack Rolls, +1 Weapon Damage Rolls, +1 on will saves vs. fear.
Shelby Salano
|
kn nature: 1d20 + 3 ⇒ (3) + 3 = 6
Move 30ft closer and take a shot.
concealment miss on 20% or below: 1d100 ⇒ 70
modifiers: -2 for range, -4 firing into melee, +1 Inspire, +1 bless
shortbow on Minotaur: 1d20 + 4 - 2 - 4 + 1 + 1 ⇒ (19) + 4 - 2 - 4 + 1 + 1 = 19
dmg: 1d6 + 1 ⇒ (4) + 1 = 5
"That should get his attention."
Tere di Montefeltro
|
Are those of us with low-light vision subject to the penalties for dim light?
ETA: Not that it matters, Shelby, but since the minotaur is a Large creature and only engaged with one foe, you're not taking the -4 for shooting into melee.
The elf closes as best he can, struggling through the dense undergrowth.
Yen Jinsa Taishin
|
Moves closer Move Action and pulls a wand out of his robesmove action.
Faeria, the Mad
|
Double move.
GM kuey
|
Capone, thanks for the reminder. Have added Bless in.
Shelby, yes you do not take the -4 firing into melee penalty. But, yes, not that it matters. :)
Tere, yes, those with low-light vision and darkvision takes no penalty due to dim light.
Have adjusted the light circle to the dancing light since it is the closest to the action.
Shelby moves forward, and fires and arrow at the minotaur. Despite the distance and the darkness, the arrow strikes true, plunging through his shoulder. Just then, the light from Faeria's prancing light creature bathes him and Janira in blue light. He turns to look at you and roars in anger.
The rest of the party moves forward, hoping to engage the minotaur before he takes down Janira.
combat map
Round 1: bold may act
Knowledge(Nature) for minotaur
Status: Bless: +1 attack | Inspire Courage: +1 attack, +1 damage
Shelby
Janira (-17, fatigued, 1NL)
Faeria
Gary
Tere
Yen
minotaur (-12)
Capone
Faeria, the Mad
|
knowledge (nature) v 'big cow man': 1d20 + 9 ⇒ (18) + 9 = 27
GM, I think the linked map is for another game.
GM kuey
|
Apologies. Please use this link instead.
Faeria recalls that minotaurs are monstrous humanoids, and can see in the dark. They have very a devastating charge with their vicious-looking horns they have. Although not very intelligent, their natural cunning prevents them from getting flat-footed.
Gary "The Gray" Silgrin
|
Gary moves in, towards to singing blue creature of light, hoping to get closer towards the fight. Stopping shy from the river, the half orc smiles as he dips his shoulders, ready to jump across the river.
"Come Janira! We're here to help slay the beast!"
Double move.
GM kuey
|
Gary, the green tiles are difficult terrain so you can't have moved so far. Have adjusted his token back.
The minotaur bellows back again at Shelby for sticking him with the arrow. However, he turns back to Janira, the tiny morsel of quarry in front of him. He takes one giant step forward, and swings his axe down on Janira. The cold blade cuts deep into her side, and she collapses with a whimper, her lifeblood flowing copiously into the ground. The minotaur roars in triumph and turns to face your party again, his eye clearly fixed on Shelby.
battleaxe: 1d20 + 7 ⇒ (16) + 7 = 23 dmg: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Janira's inspiration is still up due to lingering performance
combat map
Round 1/2: bold may act
Status: Bless: +1 attack | Inspire Courage: +1 attack, +1 damage
Shelby
Janira (-29, unconscious, bleeding, fatigued, 1NL)
Faeria
Gary
Tere
Yen
minotaur (-12)
Capone
Yen Jinsa Taishin
|
Yen moves forward and levels his wand at the beast. A little bullet of force leaves the tip and accelerates strait at the minotaur.
Wand of Magic Missile
force damage: 1d4 + 1 ⇒ (4) + 1 = 5
Shelby Salano
|
move 15 feet and take another shot.
Concealment 20% or below I miss: 1d100 ⇒ 84
-2 for range
shortbow: 1d20 + 4 - 2 + 1 + 1 ⇒ (20) + 4 - 2 + 1 + 1 = 24
Nice
shortbow crit confirmation: 1d20 + 4 - 2 + 1 + 1 ⇒ (13) + 4 - 2 + 1 + 1 = 17
dmg: 1d6 + 1 ⇒ (2) + 1 = 3
extra dmg if 17 confirmed: 2d6 + 2 ⇒ (3, 2) + 2 = 7
"Ignore me at year peril beast!"
Capone~
|
Double Move
Capone moves up as fast as his little legs can take him.
Gary "The Gray" Silgrin
|
Ack! I miscounted, thanks! Soon will be the 50 ft move speed...... Sooooooooooon.
Moving as fast as he can, the barbarian rushes the river and attempts to jump it!
Jump: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
Playing Gary at the edge, since his jump wasn't the best, but yay for the extra +4 from move speed, haha. Double move.
Tere di Montefeltro
|
Acrobatics to jump the stream: 1d20 + 4 ⇒ (10) + 4 = 14
This will not end well.... Tere gets clear of the undergrowth, then jumps across the stream.
I'm assuming that the 10' around the stream--the part that's not green--is not difficult terrain.
Faeria, the Mad
|
The sound of nearly a half-score of soldiers comes pounding out of cave behind the party moving toward the log at a quick march.
GM kuey
|
Oops, Gary sorry forgot that you have movement speed of 40 feet. However, he needed to clear DC10 to jump the river.
Shelby, no more miss chance as the dancing light has bathed the minotaur with light.
Capone dashes as fast as his short legs can carry him towards the river. Shelby's arrows continue to prove deadly, as his next one punctures the minotaur in his lungs, causing him to cough out blood. Just then, sounds of marching soldiers draw closer. The minotaur looks towards the cave in confusion, not seeing any of the soldiers.
With a mighty leap, Gary jumps across the river. Unfortunately, despite his great speed, he trips over a root and falls just one foot short of the opposite shore!
Gary, since you missed by 1 foot, will allow a reflex save DC13 to try to grab the opposite shore, falling prone. Otherwise, you get swept downstream 30ft per round, until you make a swim check DC15.
Tere's jump, however, was more successful, landing him right in front of the minotaur. Just then, a magical bolt flies past from Yen's wand, smashing into the minotaur's chest.
The minotaur full out attacks Tere in front of him. However, he is wary from the sounds of the soldiers, and also attempts to keep his defences up at the same time. Both swings of his battleaxe misses Tere, but he follows up with a vicious gore with his horn which pierces deep into Tere's guts. He then steps back away from Tere cautiously.
battleaxe, defensively: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
battleaxe, defensively: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
gore, defensively: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
confirm crit?: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 dmg: 1d6 + 2 + 1d6 + 2 ⇒ (2) + 2 + (1) + 2 = 7
Wow, a double 20.
Janira continues to bleed into the ground, her inspiration fading with time. This would be the last round.
Janira stablisation: 1d20 + 1 ⇒ (2) + 1 = 3
combat map
Round 2/3: bold may act
Status: Bless: +1 attack | Inspire Courage: +1 attack, +1 damage
Shelby
Janira (-30, unconscious, bleeding, fatigued, 1NL)
Faeria
Gary
Tere (-7)
Yen
minotaur (-27, fighting defensively +2AC)
Capone
Gary "The Gray" Silgrin
|
No worries, Gary isn't a "traditional" barbarian, especially the way I can play him.
Reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Foot slipping on a rock in the river, Gary falls face first into the rocky bottom of the river. The half orc gets up and trudges towards the shoreline, now soaked and face slightly bloodied. "Not the best of landings, but I'm here to help out now!"
Double move and now I'm in the fight!
Shelby Salano
|
You missed that the dancing lights went out. Presumably due to duration. I also face 20% miss chance from the underbrush until I leave it.
move 15 feet and take another shot. Minotaur is now in range.
concealment 20%: 1d100 ⇒ 75
shortbow: 1d20 + 4 + 1 + 1 ⇒ (14) + 4 + 1 + 1 = 20
dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Capone~
|
Double Move again
Tere di Montefeltro
|
Tere curses the dice module grimaces in pain, his usually graceful form deserting him as he can't get through the bull-man's armor.
Mangle the minotaur, incl. bless and inspire: 1d20 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9
Yen Jinsa Taishin
|
Yen continues to move forward towards the beast with his wand held leveled at it. Another flash of light and another bullet of force strikes at the creature.
Wand of magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
Faeria, the Mad
|
Double move, and the ghost sound plays on.
acrobatics (jump): 1d20 + 2 ⇒ (12) + 2 = 14
GM kuey
|
Thanks, Shelby, forgot about the undergrowth myself. But can I check if Faeria's dancing light is off? I thought it merely stopped singing, so that she can use the ghost sound to make the sound of the marching soldiers.
Capone finally manages to just reach the bridge. Shelby's arrow again unerringly strikes into the minotaur. While Faeria leaps across the river, she continues the sounds of the marching soldiers at the same time. The minotaur, however, still not seeing any actual soldiers, starts getting skeptical, and finally realises the illusion for what it is.
will save: 1d20 + 5 ⇒ (15) + 5 = 20
Gary reacts fast enough to avoid being washed away by the river, climbing back to his feet and approaches the minotaur, slightly muddy and bloody, but his ego hurt more than anything else.
Tere, I assume you were throwing a javelin since your token is not adjacent to the minotaur?
Tere's javelin bounced off the minotaur's thick hide. Yen's magical bolt, however, does not miss.
The minotaur, gravely wounded, starts to look desperate. Seeing another combatant in front of him, the minotaur attacks Gary wildly, chopping into his side with his axe, and goring him in his shoulder. He then steps back again, looking worried that he did not manage to drop his enemy.
battleaxe: 1d20 + 7 ⇒ (13) + 7 = 20 dmg: 2d6 + 4 ⇒ (2, 1) + 4 = 7
battleaxe: 1d20 + 2 ⇒ (3) + 2 = 5
gore: 1d20 + 4 ⇒ (12) + 4 = 16 dmg: 1d6 + 2 ⇒ (2) + 2 = 4
Janira finally stops bleeding on her own.
Janira stablisation: 1d20 + 1 ⇒ (16) + 1 = 17
combat map
Round 3/4: bold may act
Status:Bless: +1 attack
Shelby
Janira (-30, unconscious, fatigued, 1NL)
Faeria
Gary (-11)
Tere (-7)
Yen
minotaur (-34)
Capone
Tere di Montefeltro
|
Sorry; thought you hadn't updated the map. The minotaur had to be adjacent to Tere to get a full attack on him.
GM kuey
|
The minotaur has reach of 10 feet. Then after attacking, he took 5 foot step away, becoming 15 feet away from Tere.
Capone~
|
Capone would like to extremely carefully cross the bridge. Tell me what I would have to do for that.