Aryxis
|
Aryxis mutters quietly to himself and brings forth a shimmering defensive shield before quietly tapping on his sword to make his muscles move with increased speed.
Standard: Cast Shield, Swift: Sudden Speed, Move Action to move.
| GM Irish202 |
Ghoul Reflex: 1d20 + 2 ⇒ (20) + 2 = 22
Ghoul Swim: 1d20 + 3 ⇒ (1) + 3 = 4
Ghoul Swim: 1d20 + 3 ⇒ (15) + 3 = 18
Ghoul Swim: 1d20 + 3 ⇒ (6) + 3 = 9
Ghoul Swim: 1d20 + 3 ⇒ (6) + 3 = 9
Am I right to think the deep water would count as deep bog? 4 squares of movement walking, or you swim? Small characters are forced to swim. How is movement handled through the shallower water?
Yes for the deep water, shallow water would be difficult terrain unless you are a large creature (e.g. Roshi).
May i assume the cave is high enough to put vertical space between me and the ghouls?
Also yes! Lets say 25 feet at the highest.
Locke puts together a firebomb and lobs it at the creature.
The targeted ghoul goes up in fire, its flaming body collapsing in the water with a loud hissing gout of steam. The undead to the left artfully uses the nearby rock to its side to block much of the blast, taking part of the explosive damage.
After Kegan, Melisande, and Aryxis maneuver in the room the ghouls attempt to advance forward. The ghouls appear disoriented in their apparent starvation of human flesh, as they flounder about uselessly in the water for several seconds before one of them finally advances forward out of the deeper water. It clambers up to the shallower waters and darts behind one of the stone walls.
Initiative Order:
Round 1:
Tetsudo
Tereze
Round 2:
Kegan
Locke
Aryxis
Melisande
Ghouls (Red -9)
Tetsudo
Tereze
Kegan the Chaotic
|
Kegan flies over to the natural choke point, inter posing himself between the ghoul that got out of the water and Melisandre. His rapier is out and ready to attack.
+1 adamantine rapier: 1d20 + 11 ⇒ (8) + 11 = 19 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (6) + 3 + 6 = 15 6 is precision damage
Parry +1 adamantine rapier: 1d20 + 11 ⇒ (5) + 11 = 16
Riposte +1 adamantine rapier: 1d20 + 11 ⇒ (5) + 11 = 16 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (3) + 3 + 6 = 12 6 is precision damage
Crit?: 1d20 + 11 ⇒ (16) + 11 = 27
adamantine piercing damage: 12 + 1d6 + 3 ⇒ 12 + (5) + 3 = 20 6 is precision damage
Tereze Amnell
|
Tereze stays right where she is and starts to call a ally from the plane of water.
Starts casting Summon Monster II to call a water elemental
Melisande Shahrizai Courcel
|
Melisande quickly thinks back to her studies of Ghouls, their tendencies and abilities. Kn(Religion): 1d20 + 14 ⇒ (10) + 14 = 24
Then she will pop her Wand of Magic Missiles from her quick release sheath and fire off at Red for Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5.
Locke "Firebug" Arkham
|
Locke, satisfied with the swift demise of the first enemy, flies forward, then fires an arrow at the green ghoul.
Arrow, PBS: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 Dmg, PBS: 1d8 + 1 ⇒ (7) + 1 = 8
Crit?: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 Extra: 2d8 + 2 ⇒ (6, 1) + 2 = 9
| GM Irish202 |
Roshi Swim: 1d20 + 10 ⇒ (7) + 10 = 17
Roshi Swim: 1d20 + 10 ⇒ (8) + 10 = 18
Roshi happily splashes into the water and begins paddling around to flank on the ghoul remaining in the water. His eventual target though doesn't remain long, as Locke fires off a head shot in the air that pierces the undead's skull; causing it to float motionless face down in the water.
The remaining ghoul is smacked by a magic missile, but advances forward hungrily at Kegan. The swashbuckler is well-prepared, however, and simply skewers the creature artfully with a mortal blow. The sounds of it hitting the ground is a prelude to the silence of stillness that follows after the combat.
Out of Initative
With the imminent danger out of the way, the group quickly takes stock of the cavern. Towards the back beyond the iron fence, it becomes obvious that a pile of crates and barrels were stacked hastily to barricade an alcove from the ghouls. Moving it aside after 1d2 ⇒ 2 minutes of work reveals a dry alcove with multiple shelves along the periphery of the area. The shelves seem to contain small crates of rotting wine corks and bottle labels. Amidst the junk crates is one that appears more solidly built, seeming to require a bit of effort to work open if desired. Next to the shelves is a small, rectangular area on the ground near that wall that seems conspicuously free of dirt and debris; as if something that had been resting there was recently removed.
Congratulations, you found the Osirion faction mission!
Kegan the Chaotic
|
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Kn: Local: 1d20 + 4 ⇒ (11) + 4 = 15
Kegan cleans his blade, careful not to touch the ghoul. Sheathing his blade, he checks that everyone is alright and then joins the search of the cavern.
As he is shifting through the junk, he peeks through an iron door concealed at the back of the room. “Looks like we have another way out of here, no idea where it goes. No sign of the man we came here to find though.”
Tapping the crate that is still intact, he asks “Shall we open it?”
Melisande Shahrizai Courcel
|
Kn(Local): 1d20 + 14 ⇒ (9) + 14 = 23
One of these ghouls was dressed in clothing that marked them as an Osiriani sorcerer, possibly a former Pathfinder. We should put them to rest properly.
Kegan the Chaotic
|
Kegan nods his agreement, but adds “They deserve a more respectful service than we can give at the moment. Perhaps we bring their remains with us back to town?”
Seeing that Melisandre is waiting for someone to open the crate, Kegan gives it a try. It pops open right away for him.
Strength check: 1d20 + 1 ⇒ (20) + 1 = 21
Can Kegan use a Ring of Force Shield? Right now he doesn’t even have a buckler.
It doesn’t appear to require proficiency nor a hand to use it.
Melisande Shahrizai Courcel
|
Can Kegan use a Ring of Force Shield? Right now he doesn’t even have a buckler.
It doesn’t appear to require proficiency nor a hand to use it.
It's a perfect item for a Swashbuckler or a Magus. Basically a free shield bonus
Tereze Amnell
|
After the items are gathered from the Crate Tereze looks up the exit.
Well I guess zat way is ze only reasonable way to go.
She looks back at the body and says. Although, I suppose if zat is a magic backpack like mine, we might be able to fit the body in zere. Zen we could easily carry it until we get it to someplace we can give it ze burial he deserves.
Locke "Firebug" Arkham
|
Locke grabs a dagger and knocks out a few teeth on one of the ghouls, not the former agent though, and carefully puts them in a small cloth.
Folding it up before putting it into their pack.
Useful in case the shield extract would expire.
Kegan the Chaotic
|
Kegan asks “Mind if I use the ring?”
He then looks at the body of the dead Pathfinder and then the opening on the haversack. “I don’t think the body will fit through the opening. Could put it on Yoshi with no problem, otherwise Aryxis, Testudo or I will have to carry it.”
“Ready to explore the tunnel!?!?”
Melisande Shahrizai Courcel
|
Tereze, we might be able to put the whole body into the backpack, but there's no way it's fitting through the opening without us cutting it up, which seems a bit macabre and not any more respectful than removing it's head. I'd prefer to transport it whole, please.
She considers the ring, then hands it to Kegan. By all means, have at it.
Aryxis
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"I mean we could carry it if we need to. Perhaps we can explore further and come back for it?"
Kegan the Chaotic
|
Kegan puts on the ring, then practices a few times creating and dismissing the force shield. He then does a quick series of swings with his rapier, just to make sure the ring doesn’t interfere.
Satisfied, he says “Thanks!” and sheaths his rapier again.
Looking to Testudo, he asks “Any problem putting it on Yoshi?” pointing to the dead Pathfinder body. Looking to Aryxis he says “Given how things go in the society, I prefer to not assume I will have time to go recover anything after the mission.”
| GM Irish202 |
| 1 person marked this as a favorite. |
Looking to Testudo, he asks “Any problem putting it on Yoshi?” pointing to the dead Pathfinder body.
Pardon me as I attempt my best Tetsudo accent. *Ahem*...
"THE NAME OF MY MOST VALIANT STEED IS ROSHI, FEATHER-HAT MAN!" Tetsudo rumbles as he grunts whilst lifting the dead Pathfinder body onto the turtle's shell; securing it with several loose straps dangling off of the saddle. "LET US CONTINUE ONWARDS TO THE INEVITABLE DANGER AWAITING US!" he 'says' before engaging in the incredibly difficult task of navigating a large-sized turtle down a ladder (which involves a large amount of irritated side-eye glances from Roshi).
The tunnel at the base of the ladder leads onwards for what feels like forever, about 2 to 3 miles if one were to estimate it. The tracks in the dust of the tunnel continue the entire length, however, terminating in a stone cellar with a set of stone steps that ascend upwards. At the base of these stairs is a bedraggled middle-aged man clutching a small chest attempting weakly to go upwards, his body riddled with bite and claw marks. His rasping breath echoes loudly in the cellar as the man turns his head backwards to the approaching group of Pathfinders.
"...Who goes there? Jessup? Is that you?" the man calls out with a hacking cough.
Tereze Amnell
|
Sir are you hurt?
Tereze calls out from farther behind.
Kegan the Chaotic
|
“Jessup is back at the brewery. He made it to town and warned us about the ghouls. We are with the Pathfinder Society.”
He pauses before asking “Are you Becher or Walmont?”
| GM Irish202 |
Sir are you hurt?
The man actively coughs up a hacking spurt of blood onto the stairs in response.
“Jessup is back at the brewery. He made it to town and warned us about the ghouls. We are with the Pathfinder Society.” He pauses before asking “Are you Becher or Walmont?”
The man seems slightly relieved at knowledge of Jessup's fate, though he doesn't relax due to his dire circumstances.
"I am Becher, alright," he says between gasping coughs while struggling up another step or two. "And I don't have time to..." Becher spurts up more blood as he falters briefly. "...have to get back..."
Kegan the Chaotic
|
Sense Motive, untrained: 1d20 + 0 ⇒ (2) + 0 = 2
Heal, untrained: 1d20 + 0 ⇒ (6) + 0 = 6
Looking clueless, he asks “Can someone check on him quickly?”
Melisande Shahrizai Courcel
|
Are you hurt? Here, let me help you a bit. Melisande pulls her wand of Cure Light Wounds out and taps him with it, UMD: 1d20 + 14 ⇒ (19) + 14 = 33, healing him for CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Was basing the healing off the blood, but will attempt the checks.
Heal Untrained: 1d20 + 0 ⇒ (10) + 0 = 10
Sense Motive Untrained: 1d20 + 0 ⇒ (10) + 0 = 10
Kegan the Chaotic
|
Given the description he is most likely sick, thus the call for a heal check.
Locke "Firebug" Arkham
|
Time for proper post at last.
Sense motive: 1d20 + 1 ⇒ (20) + 1 = 21
Given his physical state, take 10 on heal.
Just before Melisande took off to heal the poor man,
The signs of a stubborn individual pushing themselves was not a new sight.
To the others, "This man will kill himself from overexertion. He seems focused on something more important to him than self preservation. He is at the point of near collapse."
"He looks like he contracted the ghoul fever as well. I think it reasonable to say that, if we want answers from him, we will have to escort him to town, or at least patch him up enough for him to make the journey."
-------------------
Post healing,
-------------------
Now to see if he has answers about this situation.
| GM Irish202 |
Becher appears relieved as much of the open wounds close, though his coughing (now bloodless at the moment) continues unabated.
"Thank you for that," he tells Melisande as the man now stands fully on his own two feet. "We must get back to town. Grald will tear the place apart looking for..." Becher pauses momentarily with a glance down at the small chest he has clasped in an iron grip in his hands. "Anyways, he must be stopped. This town is ours, and not his for the taking. Will you help me stop him?" he asks before relentlessly continuing to ascend the stairs.
"BECHER YOU FOOL!" a man's voice can be heard shouting from beyond the walls of the building. "COME ON OUT AND SURRENDER WHILE YOU CAN!" Becher visibly flinches, pauses for three seconds, then responds with a shout of his own through a slightly cracked window.
"I WILL NEVER LET YOU HAVE RAILFORD, GRALD!" he yells back. There is silence after Becher's response, during which the crashing noises from the other buildings momentarily cease. The man quickly steps back from the window and turns to the Pathfinders.
"They are coming and are circling the building," he warns the group as loud pounding begins at the front door of the building to the south.
Everyone gets one round of actions before something happens.
Melisande Shahrizai Courcel
|
What's in the box Becher? I think it best if you tell us before you find yourself at Grald's mercy.
Diplomacy: 1d20 + 16 ⇒ (15) + 16 = 31
Before Becher has a chance to answer, Melisande casts a spell and disappears. Cast Invisibility on herself.
Kegan the Chaotic
|
“May we help you?” Kegan asks. “I could lend a shoulder for you to lean on or carry something for you if that would help.”
Kegan will provide what help Becher is willing to accept and start moving up the stairs with him.
Once up the stairs, he let’s Becher and his box down softly as he grabs the vial of Haste that Locke gave him and quickly quaffs it.
“This could get exciting!” he says with a wide grin on his face.
Aryxis
|
Aryxis looks around at his companions, shrugs and copies Melisande's approach before vanishing from view.
Move to the edge of the room, draw weapon, cast Vanish. 6 rounds duration.
Tereze Amnell
|
Really Must they always fight?
Well I suppose should get ready.
Tereze bows her head and casts bless on all her allies within 50'feet.
+1 Moral bonus to Hit and saves vs Fear for the next 6 Minutes
| GM Irish202 |
Aryxis Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Kegan Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Locke Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Melisande Initiative: 1d20 + 9 ⇒ (20) + 9 = 29
Tereze Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Tetsudo Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Grald Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Soldier Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
“May we help you?” Kegan asks. “I could lend a shoulder for you to lean on or carry something for you if that would help.”
The man waves the swashbuckler off, looking more steady on his feet from the magical healing, and ascends the stairs upwards.
What's in the box Becher? I think it best if you tell us before you find yourself at Grald's mercy.
Becher is extremely startled by Melisande's vanishing act, almost dropping the chest (but not quite). It's the deed to the distillery left by my father," he hisses softly in a random direction that he thinks Melisande is hiding invisibly. "Grald will try to take it to lay claim to the town."
As the group begins finishes their first set of preparations, the southern set of doors bursts open as a burly man clad in a Taldan officer's uniform swaggers into the room accompanied by one of the phalanx soldiers. He cracks his knuckles loudly as he scans the room confidently. "Got some hired muscle, Becher? Won't do you any good...give up the deed and there won't be more trouble!" Becher does the brave thing and immediately wedges himself between two casks to the west, clutching the small chest as he does so.
I have put approximate positions of tokens on the map, feel free to adjust as needed. Since I didn't hear anyone particularly spending actions to barricade or position near the southern door, I'll say anywhere at least 15 feet back from there is fine.
Initiative Order:
Round 1
Melisande
Grald
Soldiers
Tereze
Aryxis
Kegan
Locke
Tetsudo
Melisande Shahrizai Courcel
|
What sorts of implements/armor/weapons/classes do these folks look like? Kn(Local): 1d20 + 14 ⇒ (12) + 14 = 26
Well, I suppose we can't all be such brilliant conversationalists as you are.
Melisande will cast Glitterdust, hitting only the two enemies at the southern door. DC 19 Will save from both or be blinded. This will also remove her invisibility.
Kegan the Chaotic
|
“No trouble at all! I like helping people, especially when it means fighting arrogant, greedy thugs like you.” Kegan tells Grald as his rapier appears in his hand.
He smiles in anticipation, then frowns slightly as Melisandre attempts to blind the enemies. Not quite fair play, but I guess it isn’t totally out of line. He seems about to say something to her, then shrugs and smiles again.
Initiative was rolled, he gets to draw a weapon.
| GM Irish202 |
Soldier Will Save: 1d20 + 2 ⇒ (8) + 2 = 10
Melisande, Tetsudo, Kegan: 1d3 ⇒ 2
Charge: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Melisande, Tetsudo, Kegan: 1d3 ⇒ 3
Blind Bow Attack vs. Kegan: 1d20 + 9 ⇒ (4) + 9 = 13
Soldier 2nd will save: 1d20 + 2 ⇒ (18) + 2 = 20
The soldier with the bow gets blasted in the face with the glitter and is blinded, while Grald shields his face with one of his muscular arms and avoids the blindness. The man abruptly charges forward, unsheathing a longsword as he does so, and attempts to slash at Tetsudo with his weapon...but is unable to pierce through the turtle-knight's impressive defenses. The soldier previously at Grald's side blindly fires an arrow in Kegan's general direction, but it is nowhere close to its target as the projectile strikes a wooden wall nearby. After his shot, the soldier manages to clear the glitter out his eyes to remove the effect blinding him.
He does not realize Aryxis is there invisibly, and if he has combat reflexes may make an opportunity attack.
Initiative Order:
Round 1
Tereze
Aryxis
Kegan
Locke
Tetsudo
Round 2
Melisande
Grald
Soldiers
Tereze
Aryxis
Kegan
Locke
Tetsudo
Kegan the Chaotic
|
Could you please update the NPC positions on the map?
Testudo Graeca
|
(GM, your Testudo accent is impeccable, you do the noble knight proud.)
FOUL FIENDS, BRIGAND BANDITS! YOU SHALL TASTE THE COLD STEEL OF KNIGHTLY VALOR!
Much to Grald's probable shock, he rides PAST the enemy at full tilt Provoking I assume and drives into the enemy in the back.
+1 Lance Charge: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 3d8 + 42 ⇒ (5, 5, 1) + 42 = 53
and misses rather wildly. He tries to play it off, rather unsuccessfully, as intentional.
RUN YOU PATHETIC GOON BEFORE I DO TO YOU WHAT I WILL DO TO YOUR MASTER! GRALD! FACE ME AND PREPARE TO DIE UPON COLD STEEL!
Issuing challenge.
Kegan the Chaotic
|
Well, there goes my flanking opportunity. Not as bad as it would be if I were a rogue, but surprising.
To Grald, Kegan gives a shrug and says "I guess he finds you unworthy of consideration."
Then he steps forward and his blade slices at the man twice. "Tell me of yourself. I'm curious what brought you to this swamp seeking a brewery. Surely there are better prospects out there!"
+1 adamantine rapier: 1d20 + 11 ⇒ (7) + 11 = 18 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (6) + 3 + 6 = 15 6 is precision damage
+1 adamantine rapier, 2nd attack: 1d20 + 6 ⇒ (14) + 6 = 20 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (6) + 3 + 6 = 15 6 is precision damage
Locke "Firebug" Arkham
|
Locke flies a bit closer and hurls a frost bomb at Grald.
Ranged touch, PBS: 1d20 + 11 ⇒ (9) + 11 = 20 Sub zero, PBS: 4d6 + 6 ⇒ (2, 2, 6, 1) + 6 = 17
Fort 18 vs staggered for 1 round. Exclude Kegan and Aryxis from the blast.
Kegan the Chaotic
|
Can Locke see Aryxis? There is a reason I didn’t step into flank with them, I believe they are invisible.
Since I forgot it on my last post...
+1 adamantine rapier: 1d20 + 11 ⇒ (19) + 11 = 30
+1 adamantine rapier: 1d20 + 11 ⇒ (11) + 11 = 22 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 6 is precision damage
Tereze Amnell
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Tereze reaches out and tries to freeze Grald in Place.
Hold Person Will DC 16.
Nice form Kegan, here let me make zat easier for you.
Melisande Shahrizai Courcel
|
Kegan the Chaotic
|
As an alchemist, Locke could spend 60 gp to get See Invisibility added to his formula book and use his daily elixirs. Be only 40gp to copy from another player’s spellbook or formula book.
Aryxis
|
| 2 people marked this as a favorite. |
Aryxis brings his sword whistling towards his unsuspecting enemy and whispers a loud “Boo” just before contact.
Swing!: 1d20 + 11 - 2 + 2 + 2 ⇒ (17) + 11 - 2 + 2 + 2 = 30
Damage: 2d6 + 16 ⇒ (1, 6) + 16 = 23
| GM Irish202 |
Grald Will Save: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Soldier Fort Save: 1d20 + 2 ⇒ (7) + 2 = 9
Tereze reaches out and tries to freeze Grald in Place.
Grald stiffens briefly, but manages to barely resist Tereze's magic!
Aryxis brings his sword whistling towards his unsuspecting enemy and whispers a loud “Boo” just before contact.
Aryxis' enemy startles just before his sword leaves a heavily damaging blow on the target!
Then he steps forward and his blade slices at the man twice. "Tell me of yourself. I'm curious what brought you to this swamp seeking a brewery. Surely there are better prospects out there!"
Kegan's adversary is unable to answer the swashbuckler's query, as the man is almost staggered on the first strike...then dies instantly on the second!
Locke flies a bit closer and hurls a frost bomb at Grald.
Making botting assumption since Grald is down.
Seeing his target now not-living, Locke adjusts his target to the remaining soldier in view; his bomb striking the target despite the distance and causing the soldier to instantly shatter into tiny icicles as his gear clatters to the ground!
FOUL FIENDS, BRIGAND BANDITS! YOU SHALL TASTE THE COLD STEEL OF KNIGHTLY VALOR!
Tetsudo begins to prepare his charge...before he finds himself devoid of targets to challenge and attack!
Several seconds pass before another wave of soldiers burst into the distillery from all directions, rearing to avenge their fallen officer!
Melisande and Tetsudo, I presume you would delay briefly to await more targets. Feel free to either trigger a readied action or act normally if you wish as soldiers burst onto the scene as their action on their initiative count at the beginning of round 2.
Initiative Order:
Round 2
Tetsudo (Readied or delaying in from Round 1)
Melisande (Readied or acting normally from Round 2)
Tereze
Aryxis
Kegan
Locke
Round 3
Soldiers
Tetsudo
Melisande
Grald
Soldiers
Tereze
Aryxis
Kegan
Locke
Melisande Shahrizai Courcel
|
Consider me to have delayed, so acting normally.
Melisande takes a step behind Aryxis and spreads her hands as three small glowing projectiles shoot forward and impact on Red. Magic Missile: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10