| GM Ietsuna |
Easy you see Blue and Red is down the side passage. You will see it when you step 5 feet forward. Putting us into initiative
Dahlia: 1d20 + 4 ⇒ (17) + 4 = 21
Easy: 1d20 + 4 ⇒ (8) + 4 = 12
Makolen: 1d20 + 9 ⇒ (2) + 9 = 11
Trache: 1d20 + 1 ⇒ (8) + 1 = 9
Zemeri: 1d20 + 5 ⇒ (3) + 5 = 8
Enemies: 1d20 - 5 ⇒ (4) - 5 = -1
Combat Round 1 - Bold May Act
Dahlia
Easy
Makolen
Trache
Zemeri
Red
Blue
Makolen Artar
|
I'm assuming that we are able to pass through any of the tight tunnels.I have moved on the map but if it is not a permissible location please let me know.
Makolen moves to the upper tunnel and prepares for a shot on an enemy if it should happen to present itself.
| GM Ietsuna |
Each enemy is a shapeless mass of living, liquid protoplasm. It is slightly translucent with darker interior spots, its surface is slightly sticky and has collected dirt and other debris from floor; therefore, it looks like a moving "ball" of muddy water.
Esmerelda Spivot
|
Easy waits for Trache to move. After he does, she will step forward 5' into the intersection. She will shoot at whichever critter is not being obstructed by Trache:
Attack (including morale+point blank shot): 1d20 + 8 ⇒ (11) + 8 = 19
On a hit, that's Damage: 1d6 + 1 ⇒ (4) + 1 = 5.
Dahlia Ulula
|
Oh geez...what the hell are those?
Kill them Easy
Dahlia steps up behind Easy putting a hand on her shoulder and casts Guidance...
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll,
saving throw, or skill check. It must choose to use the bonus
before making the roll to which it applies. Lasts 1 minute.
Trache Grayson
|
The map won't let me move for some reason but assume the map represents the following
Grayson takes a step to the right and engages with the more red colored dirty water. He brings his axe in a large arc over his head and brings it down on top of the... thing.
GreatAxe: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Esmerelda Spivot
|
It probably doesn't matter, but as I understand it we're getting an extra +1 to hit because we're inspired from the sound of our guide's voice. Or something like that.
Easy steps into the space Trache left behind, and (as I wrote above) shoots at the now-visible blue thingy. Dice rolls above. :)
| GM Ietsuna |
Trache's axe bites into the red enemy making a small opening and some of the internal liquid oozes out.
With a clear path opened up Easy steps forward and fires at the blue enemy. The arrow strikes and quivers as it sticks in the "skin" of the enemy.
Combat Round 1 - Bold May Act
Dahlia
Easy
Makolen
Trache
Zemeri
Red (-11)
Blue (5)
| GM Ietsuna |
I have factored the Inspire and the Bless. I will try to remember to keep doing so.
The red enemy tries to smash Trache with its bulk.
Slam: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d3 + 1 ⇒ (3) + 1 = 4 plus Acid Damage: 1d3 ⇒ 2
Blue advances on the group.
Combat Round 2 - Bold May Act
Dahlia
Easy
Makolen
Trache (-6)
Zemeri
Red (-12)
Blue (-6)
Dahlia Ulula
|
Dahlia will glare crookedly at(evil eye) blue for -2 to its attack roll. Wisdom save DC 15 to reduce duration from 8 rounds to 1 round, but regardless, she will cackle in order to extend duration for a round.
Trache Grayson
|
Careful! don't let them touch you. It burns.
Grayson swings again
Greataxe: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
dmg: 1d20 + 3 ⇒ (3) + 3 = 6
What the devil are these things? Giant loogies?
Dahlia Ulula
|
Dahlia, already cackling in an arcane manner, upon hearing Grayson's quip, loses it, doubling over and whooping gales of laughter.
| GM Ietsuna |
The enemy seems unaffected by Dahlia's evil eye.
Trache chops through the red enemy and its contents splash onto the ground destroyed.
Easy fires another arrow into the blue enemy and it strikes, just as the previous one did.
Combat Round 2 - Bold May Act
Dahlia
Easy
Makolen
Trache (-6)
Zemeri
Blue (-12)
Makolen Artar
|
Makolen attacks blue with his crossbow.
attack: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 91d8 ⇒ 6
He then steps back 5 feet.
I can't get my pawn to move with my phone.
| GM Ietsuna |
Makolen's cross-bow bolt pierces the membrane of the creature and it gets a fatal leak. Within moments it is nothing but a puddle.
Combat over
Esmerelda Spivot
|
Easy, curious, approaches the dissolving puddle that was Blue, and studies it closely. What does she discover?
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
That didn't even last long enough for me to use Guidance! I'll see if something happens in the next minute. Not going to use it on a Perception roll.
| GM Ietsuna |
Looking at the puddle Easy sees a partial digested rat and several organelles of the blue creature including one which is quite dark, possibly the nucleus of this creature.
Dahlia Ulula
|
I hear that you can make a nice tapinade with that, Dahlia says as she wrinkles her nose at the presumed nucleus. She then goes back to her standard giggling and looks down the tunnel to see what's next.
Esmerelda Spivot
|
Easy doesn't mind the joke. She contemplates correcting her friend's pronunciation - tapenade - but she lets it go. Dahlia has overcome much in adapting to human society, and the pronunciation of exotic words will come in time.
Does she still hear sounds up ahead?
Makolen Artar
|
Makolen examines the nucleus by probing it with the end of a bolt.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
I wonder if this is useful for anything?
| GM Ietsuna |
The sounds of battle and raised voices are still up ahead, yes.
Esmerelda Spivot
|
Easy looks up from the remains of the mysterious acid creature. Sounds like trouble! She waits again for Trache, at whom she'll glance meaningfully if necessary, and hurry along behind him, or alongside him, if possible, down the passage.
Trache Grayson
|
Grayson begins marching down the tunnel. After a few steps he realizes he is quite sore from that bashing he just took.
I may have to be more careful this next fight. That thing hit me harder than I would have thought.
He wonders quietly what in the nice hells tapinade is.
| GM Ietsuna |
Travelling down the twisting tunnel for a few more minutes the air becomes fresher and natural moon light begins to gradually become visible. You emerge back into the outside world.
The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and the light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.
Janira and the minotaur suddenly appear again, obviously exhausted and still fighting each other.
New map up, slide 5
Esmerelda Spivot
|
Wait, honey! Look how you're limping! Can any of you do something for poor Trache? He's been so brave, I don't want him to get hurt!
I think we might be out of heals, or we might want to save the last one. I don't know. But Trache is down half of his hit points and he's the closest thing we have to a healthy tank right now. Just something to think about, before we proceed.
| GM Ietsuna |
There were 2 potions of cure light wounds in Janira's backpack. Do you still have those?
Esmerelda Spivot
|
Wait, hold on a second. Easy fumbles through Janira's backpack. This should help. Makolen, do your people drink potions? Do you want this other one?
Esmerelda Spivot
|
Great! It should help you feel a little better. My mother used to give me one of these, if I'd been hurt on a hunt or somewhere when I was a youngster. It was always good for 1d8+1 hit points. Tastes good, too!
Makolen Artar
|
Makolen downs the potion then stashes the bottle in his pack.
Potion: 1d8 + 1 ⇒ (2) + 1 = 3
Ok time to help Janira.
Makolen readies his crossbow for the upcoming battle.
Esmerelda Spivot
|
Easy - grateful for these two potions from Janira - holds out the other potion to Trache, expectantly. And slightly concerned for his good health. After he takes it, and restores 1d8+1 HP, the party (as Easy sees it) is ready to push on.
| GM Ietsuna |
Ok, lets push forward
Dahlia: 1d20 + 4 ⇒ (1) + 4 = 5
Easy: 1d20 + 4 ⇒ (19) + 4 = 23
Makolen: 1d20 + 9 ⇒ (1) + 9 = 10
Trache: 1d20 + 1 ⇒ (11) + 1 = 12
Zemeri: 1d20 + 5 ⇒ (12) + 5 = 17
Janira: 1d20 + 6 ⇒ (13) + 6 = 19
Minotaur: 1d20 + 0 ⇒ (15) + 0 = 15
Combat Round 1 - Bold May Act
Easy
Janira (-17)
Zemeri
Minotaur (-7)
Trache
Makolen
Dahlia
The stream is fast moving and will require a swim check to cross unless you are large. The bridge is a little slippery and will require an acrobatics check to cross at half speed.
Esmerelda Spivot
|
Easy runs out of the tunnel, as fast as her short legs will carry her, and fires an arrow at the beast:
To Hit: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 ⇒ 4
| GM Ietsuna |
As a note Janira's performance is still going so you have Inspire Courage +1
Easy's arrow flies true and strikes the minotaur in the back.
Janira continues her tirade on the greatness of Pathfinders of the past as she lashes out to the beastman with her whip trying to entangle its weapon.
mwk whip: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Janira disarms the minotaur.
Combat Round 1 - Bold May Act
Easy
Janira (-17)
Zemeri
Minotaur (-11, Disarmed)
Trache
Makolen
Dahlia
Zemeri Vulca
|
Zemeri's eyes narrow. Her visage darkens. Wordlessly, she extends a finger and casually flicks it in the minotaur's direction casting Cause Fear upon it. She hopes this will be enough to end things as she is out of all but her cantrips.
| GM Ietsuna |
Zemeri tries to instill fear into the enemy, but it seems to be beyond the point where it will be effected. It is immune to Cause Fear because reasons.
The minotaur steps foward and rakes at Janira with its horns.
Gore: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
In its rush to attack it misses Janira.
Combat Round 1/2 - Bold May Act
Easy
Janira (-17)
Zemeri
Minotaur (-11, Disarmed)
Trache
Makolen
Dahlia
Dahlia Ulula
|
Dahlia, making note of her lack of long distance spells, steps up behind Easy, once again giving her guidance via some bold words, Hit him in the pokey!, (+1 to blah blah blah for the next minute) hoping that Easy will use the guidance on her next shot.
Dahlia looks back admiring the length of her run-on sentence.
Makolen Artar
|
Makolen moves out of the cave and lets fly with a bolt from his crossbow.
Crossbow: 1d20 + 3 ⇒ (4) + 3 = 71d8 ⇒ 5
Take that you foul beast.
Esmerelda Spivot
|
Easy, thrilled with the pace of the battle, runs and shoots again. This time, she uses Guidance on her To Hit roll.
To Hit: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 ⇒ 6
Hiyaaa!
| GM Ietsuna |
Makolen's crossbow bolt flies wide of the minotaur, but Easy's shot is guided straight to the target, landing in the small of the beastman's back this time.
Combat Round 1/2 - Bold May Act
Easy
Janira (-17)
Zemeri
Minotaur (-17, Disarmed)
Trache
Makolen
Dahlia
Trache Grayson
|
Grayson Breaks out into a full on sprint towards the river. At the last second he leaps into the air in an attempt to fly cross the (10ish) feet of water. He yells as he leaves the ground.
Jumping/acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
If he makes it across he will hit the ground in a roll into a ready position. if he doesn't he will deal with that when it comes.
letsuna feel free to move me wherever I land
| GM Ietsuna |
Seeing that reinforcements are on the way Janira tosses something at the feet of the minotaur.
RTA: 1d20 - 1 ⇒ (3) - 1 = 2
The throw falls short as Janira makes a break for your group.
Combat Round 1/2 - Bold May Act
Easy
Janira (-17)
Zemeri
Minotaur (-17, Disarmed)
Trache
Makolen
Dahlia
| GM Ietsuna |
Ok, lets get this finished.
Combat Round 2/3 - Bold May Act
Easy
Janira (-17)
Zemeri
Minotaur (-17, Disarmed)
Trache
Makolen
Dahlia
Trache Grayson
|
Grayson lets out an aggressive warcry. And charges at the beast attempting to get it's attention. He put's his shield up defensively. (Total Defense) +4 to AC totalling 21 for the round.