PaperDrake
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Lower left corner of the room, near Jinny. Anyone can attempt a Heal check to know his status.
As Hessavi moves away and Kaleless shoots and the bolt whizzes by the fetchling's head, Mzzel Gol chucks another bomb into the biggest cluser of Pathfinders he sees.
Acid Bomb attack vs Rath's Touch AC: 1d20 + 7 ⇒ (2) + 7 = 9
Acid Bomb damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13
Misses so from the top of Rath: 1d8 ⇒ 4 square
Rath and Angritt need to make DC 14 Reflex saves to take 2 splash damage, otherwise it is 4.
Round 2. Bold may act.
- Hessavi Bebas -4
- Kaleless
===
- Mazzel Gol -2, three bombs spent
===
- Jinhong Yeou -8
- Rath -4 to -2, pending a DC 14 reflex save.
- Angritt -4 to -2, pending a DC 14 reflex save.
- Gunthorn Dursten -4 to -2, pending a DC 14 reflex save.
Jinhong Yeou, the Crimson Fox
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Jinny tries again with her shortbow.
Shortbow: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d6 ⇒ 3
Angritt
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REFLEX: 1d20 + 2 ⇒ (5) + 2 = 7
Angritt loads his sling and fires an enchanted stone:
Magic Stone: 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Rath o vvv o
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REFLEX: 1d20 + 6 ⇒ (15) + 6 = 21
Hessavi Bebas
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Interposing her body between the alchemist and the vivisected man, Hessavi barks a harsh arcane word at the attacker.
Moving and then casting Daze, DC 14.
PaperDrake
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Mazzel Gol Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
Kaleless and Gunthorn Dursten both hit, but most importantly - Hessavi's cantrip succeeds, as the alchemist is shaking his head to clear the mist in his head.
Rounds 3. Bold may act.
- Hessavi Bebas -4
- Kaleless
===
- Mazzel Gol -10, three bombs spent
===
- Jinhong Yeou -8
- Rath -2
- Angritt -4
- Gunthorn Dursten -4
Jinhong Yeou, the Crimson Fox
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Jinny takes the momentary opportunity to drop her bow and leap on the nearby chair, using it to spring herself up close enough to reach the dazed alchemist.
Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20 + Derring-Do: 1d6 ⇒ 2
Leaping as high as she can, she tries to knock him down from his perch.
Preferably a Bull Rush to knock him down. If that doesn't look possible, then a Grapple to grab on to his lowest extremity and use my weight to pull him down. It's the same modifier either way. My reasoning is 3 ft chair + 5 ft high jump + 5 ft height + 2 ft arm length should be just enough to reach his lowest point. If that doesn't look possible from the start, I'd like to retconn this action.
Bull Rush or Grapple: 1d20 + 2 ⇒ (19) + 2 = 21
Panache 0/4
PaperDrake
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The dazed fetchling on the ceiling is hit square in the face with Gunthorn's slingstone.
@Jinny, I can tell you that bull-rushing is definitely not an option if you just barely reach his lower point with an outstretched hand. Attempting to grab on to him is probably all-right - but that is all you'll get - him being grappled and Jinny dangling off of him still on the ceiling, maybe if the attempt succeeds she'll climb up a little. I'll let you retcon and shoot an arrow or jump and stab with a rapier, but the shot/stab will need to have their own roll than.
Jinhong Yeou, the Crimson Fox
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I'm going to go with Swashbuckler Rule #1: If It Looks Cool, Do It. :-)
If I'm understanding you correctly, we end the round with me dangling below him, both with the Grappled condition and with me in control of the grapple. At the least that forces him to use a Standard action to try to escape or take automatic damage if he wants to throw a bomb.
Let me know if I've misunderstood.
PaperDrake
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You would, but 21 unfortunately doesn't grab him.
As the Crimson Fox runs up the chair and outstretches her hand up, she grabs the shadowy figure by the hand that was reaching into one of the bags for a new bomb. For a brief second, Jinny feels like she only needs to pull herself up and grab the opponent's attire with her other hand to get the enemy completely under her control. But pulling against the enemy's skin, Jinny doesn't find any purchase and her hand slips completely.
Jinny falls 10', so it's either 1d6 ⇒ 2 falling damage and falling prone, or a DC 15 Acrobatics check to avoid that.
Jinny can feel her hand covered in some very oily black goo that smells like metal shavings.
If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.
Yes, his tactic for the encounter is to stay on the ceiling and buff if he hears combat outside, and he had this stuff on him in his Combat Gear.
Angritt
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Angritt fires a second stone.
Magic Stone: 1d20 + 3 ⇒ (5) + 3 = 8 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Rath o vvv o
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Rath watches...
Jinhong Yeou, the Crimson Fox
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Acrobatics DC15: 1d20 + 9 ⇒ (14) + 9 = 23
Jinny's grip is neutralized by the slippery covering, and she falls. True to form, however, she kicks against the nearby wall and lands deftly on her feet.
Not very sporting, old sport, to be covered in goo.
She sniffs the goo.
Craft Alchemy untrained: 1d20 + 1 ⇒ (16) + 1 = 17
Alchemical grease? No wonder I couldn't grab you. Well played, sir!
PaperDrake
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As Jinny proclaims her threat, the alchemist cackles. "Well, I've got something even more interesting, just for you." That does not sound like a threat, since the fetchling's voice is still kinda wobbly because of the magical daze effect.
Rounds 4. Bold may act.
- Hessavi Bebas -4
- Kaleless
===
- Mazzel Gol -14, three bombs spent
===
- Jinhong Yeou -8
- Rath -2
- Angritt -4
- Gunthorn Dursten -4
Hessavi Bebas
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Hessavi risks a look at the man on the table behind her.
Heal check: 1d20 + 0 ⇒ (14) + 0 = 14
Question for next round: Would she be able to get up on that chair and hit the alchemist? She's 6'7", so say shoulders at 5'5" + arms 3' long + 5' greatsword + height of the chair = possible?
PaperDrake
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Kaleless hits the enemy on the ceiling with yet another arrow and the fetchling bursts into a stream of swears in an unknown language.
Hessavi looks at the vivisected man and realizes he's been, in his weakened state, further damaged by the acid and dying of the burns, getting worse each second. He is negative and losing hitpoints. But I'll give you this heal check for free, if it was just to check his status, you still have your move.
The alchemist looks at Jinny. "Here's for you, pest."
Acid Bomb attack, vs Jinny's touch AC: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 2 ⇒ (3, 3) + 2 = 8
Rounds 4. Bold may act.
- Hessavi Bebas -4
- Kaleless
===
- Mazzel Gol -19, four bombs spent
===
- Jinhong Yeou -16
- Rath -2
- Angritt -4
- Gunthorn Dursten -4
As for reaching him with a non-reach weapon, I would say no. If you're just barely able to touch him with a tip - it is not enough to make an attack full-swing, since he is acting defensively as well.
Angritt
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Angritt fires his last enchanted stone.
Magic Stone: 1d20 + 3 ⇒ (8) + 3 = 11 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Jinhong Yeou, the Crimson Fox
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Jinny pulls a potion from her belt and drinks it.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
HP 10-8+4=6
PaperDrake
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The man on the vivisection table starts breathing again, even if faintly.
The shining magical stone sent by Angritt's hand misses the creature on the ceiling by a mile, but the simple one flung by Gunthorn hits the vivisectionist straight in the face breaking his nose, causing the black blood to pour down on Jinny.
"Gyou diddle bearded duisadce..." The alchemists' outcry is almost incomprehensible.
Rounds 5. Bold may act.
- Hessavi Bebas -4
- Kaleless
===
- Mazzel Gol -21, four bombs spent
===
- Jinhong Yeou -12
- Rath -2
- Angritt -4
- Gunthorn Dursten -4
PaperDrake
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Kaleless' arrow hits the enemy on the ceiling square in the chest. Staggered, the fetchling drops a bomb he pulled out from the satchel at Jinny underneath him.
Acid Bomb, vs Jinny's touch AC: 1d20 + 7 ⇒ (17) + 7 = 24
Acid Bomb damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10
After that, he loses his conscience and falls down flat on his head.
Falling damage: 3d6 ⇒ (1, 1, 1) = 3
Was at 0 HP after the arrow, used standard to throw a bomb staggered. We're out of combat.
Jinhong Yeou, the Crimson Fox
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Jinny would have an opinion, but she's currently slumped on the floor and
Stabilize @ -4: 1d20 + 1 - 4 ⇒ (11) + 1 - 4 = 8
bleeding.
Gunthorn Dursten
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Hearing the satisfying crunch of the alchemist's head hitting the floor, Gunthorn moves over the Jinny and sucks a breath through his teeth at the site of the various acid burns before kneeling down and doing a quick bit of first aid.
Heal Check: 1d20 + 8 ⇒ (12) + 8 = 20
"Does he have any keys?" He says to Kaleless before the alchemist is dealt with permanently. "Also might be good to find out if he knows anything of use about the girls or the whereabouts of the slave master." He then looks over at the poor man on the table and continues to cover the acid burns on Jinny. "After that, I've no use for his worthless hide.
PaperDrake
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The alchemist heavily breathes through the broken jaw on the floor.
Stabilize 6 seconds: 1d20 + 1 - 4 ⇒ (14) + 1 - 4 = 11
Wow, makes it on the first roll.
Stabilize 12 seconds: 1d20 + 1 - 5 ⇒ (13) + 1 - 5 = 9
Stabilize 18 seconds: 1d20 + 1 - 6 ⇒ (14) + 1 - 6 = 9
Stabilize 24 seconds: 1d20 + 1 - 7 ⇒ (7) + 1 - 7 = 1
Stabilize 30 seconds: 1d20 + 1 - 8 ⇒ (1) + 1 - 8 = -6
Stabilize 36 seconds: 1d20 + 1 - 9 ⇒ (18) + 1 - 9 = 10
Stabilize 42 seconds: 1d20 + 1 - 10 ⇒ (5) + 1 - 10 = -4
Searching the body, the party finds emptied vials of extracts littering the floor. In his belt pouch they find 38gp, an application of alchemical grease and adamantine weapon blanch. His rucksack nearby contains all the tools and implements of her alchemist’s lab. Two potion vials look magical, the dagger is clearly masterwork, and the cloak has flecks of steel sown amid the fabric of it.
With Jinny and the man on the table desperately needing medical attention, Pathfinders realize that the night is coming short, and whatever this planar convergency is, it is soon to end, and there is no opportunity for rest.
A party searching the room finds among the rows of artifacts and stacks of paper records of recent acquisitions, including the Tian exhibit, apparently gifted to the museum by a donor named Amara Li on behalf of the Lantern Lodge of Goka. The alchemical apparatuses and medical implements are largely old and poorly cared for, and little among Mazzel Gol’s gear is worth anything on the Material Plane.
You also find buried under a pile of bloody rags a finely bound book.
Jinhong Yeou, the Crimson Fox
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Jinny coughs as her blood seeps out.
*Cough* *Cough* CLW Wand *Cough* Potions *Cough*
It's almost as if she's trying to sneak a message past the rules on being unconscious...
Stabilize @ -5: 1d20 + 1 - 5 ⇒ (7) + 1 - 5 = 3
Hessavi Bebas
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Hessavi finds Jinny's wand and extracts it from her belt.
Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Knowledge (Arcana): 1d20 + 2 ⇒ (2) + 2 = 4
She glances at the potions and shrugs. On seeing the book, her face contorts in a snarl of disgust. "I would burn that if we had the time, but I sense we're running out."
Jinhong Yeou, the Crimson Fox
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Thanks, Hessavi, much appreciated.
HP 18/18, Wand of CLW 42/50 charges
Angritt
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Angritt works on healing himself and his companion.
CLW (Angritt): 1d8 + 1 ⇒ (7) + 1 = 8
CLW (Rath): 1d8 + 1 ⇒ (1) + 1 = 2
Jinhong Yeou, the Crimson Fox
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Jinny insists on using her wand in thanks for saving her when she fell.
Wand of CLW 39/50 charges
Jinhong Yeou, the Crimson Fox
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Agreed. Jinny will Take 10 on binding the alchemist to keep her out of the picture. I think that's Grapple? Or is it a skill? I forget.
Angritt
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You don't need to make a check to tie up an unconscious creature. The DC to escape is 20 + the CMB of the creature doing the binding. Ideally you want to have the person with the best CMB do it. (Which looks like it's me. Everyone else seems to have a +2 CMB compared to Angritt's +3.)
I could just have Rath take care of him. Probably quicker than tying him up.
Angritt will be happy to have Rath finish off the alchemist, otherwise he'll offer to help tie him up.
Jinhong Yeou, the Crimson Fox
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Jinny listens, then moves to open the door unless prevented.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5 Nothing there, guys! Perfectly safe!