Maldoc Tisbane
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I must correct an error. I had forgotten that I had to move to reach the mage so I can't use a weapn and a touch attack in the same round (you can only 5' step to do that with spell combat). So, my attack missed last round. The second roll would be for this round. So, the mage should still have been alive and could attempt an action. If he provokes I'll take him down but he could 5' step and do something. Just want to be fair.
Kryssa Lightbinder
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Kryssa has a few wounds, but the divine radiance she's exuding doesn't seem to be bothered. "I've fought warriors from Tian-Xia to the high seas. You don't impress me."
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 10 ⇒ (6) + 10 = 16
Attack(crit confirm): 1d20 + 7 ⇒ (8) + 7 = 15
Damage(crit damage roll): 1d10 + 10 ⇒ (6) + 10 = 16
with rage: 21/26 hp
DM Beckett
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@ Maldoc Ok, Sounds good.
The ranger goes down with a rather large blood splatter, leaving just the Half-Orc who seems uninterested in surrendering with her entire team now truly dead. Stepping up towards Sam, she unleashes powerful swipes aimed at taking him down quickly.
Attack Sam (AC 13): 1d20 + 4 ⇒ (18) + 4 = 22 HIT, Possible Crit
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Attack Sam (AC 13): 1d20 + 4 ⇒ (11) + 4 = 15 HIT & Crit
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Party is up. (what's left of it. . .) :(
Maldoc Tisbane
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Now that the mage is actually out of the way, Maldoc casts Shocking Grasp and then moves to touch the half-orc with his blade!
Attack: 1d20 + 7 ⇒ (17) + 7 = 24 +3 if he is holding or wearing metal for Rapier: 1d6 + 3 ⇒ (3) + 3 = 6
Shocking Grasp if hit: 2d6 ⇒ (1, 6) = 7
Kryssa Lightbinder
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"Finally. Where is everyone el... oh shoot." Kryssa runs over to help against the half-orc.
I should be able to get there in a move action... probably
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 10 ⇒ (4) + 10 = 14
Crit Confirm: 1d20 + 7 ⇒ (2) + 7 = 9
Extra Crit Damage: 1d10 + 10 ⇒ (3) + 10 = 13
doh, oh well. hit!
DM Beckett
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Nice. Thats enough to put her down and end the combat, but I cant update till I get home. Can I get some heal checks or other methods of healing if someone can.
Maldoc Tisbane
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Maldoc retrieves his wand of Cure Light Wounds and tries to heal his fallen friends. He tries to revive Umaro first so that the druid can better do the job.
UMD: 1d20 + 2 ⇒ (2) + 2 = 4
UMD: 1d20 + 2 ⇒ (16) + 2 = 18
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Here, use this as much as needed for you and the others.
Just roll for your own healing, whatever you need. I'll deduct charges.
While the others heal, Maldoc will search the enemies and discover if they are indeed dead. If any survive he'll tell the party and ask what they would like to do with them (kill them, stabilize them, question them, etc.)
Umaro
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Umaro slowly sits up and looks around.
"Well that was a little embarrassing. Thank you for the assistance Maldoc."
Umaro then taps himself again with the offered wand, Healing: 1d8 + 1 ⇒ (6) + 1 = 7 before moving over the unconscious sorcerer using the wand on him and Kryssa.
Umaro also carries a cure wand, and a couple of potions in case it ever comes up.
"I believe if there are survivors, we should try to question them. Find out who sent them."
Sam Drakenfel
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You forgot to roll the cure on us Umaro, I will do it to myself to keep things rolling.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Mmmrrrrrmmm
The sorcerer gets up holding his head with both hands. We won? Good.
Thanks.
DM Beckett
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They were all Level 1's so no survivers
Before you use wands, a few moments of searching through their corpse, you find Potion of CLW (x3), a Potion of Invisibility, an Elixir of Love, a Scroll of Doom, a Scroll of Obscuring Mist, a Scroll of Magic Missile (x2), and an odd key.
The Temple is exactly as described—a trash heap. It may once have been a model of beautiful prison architecture, but its façade is faded and cracked, piles of windblown trash hug its walls in drifts, and what may have once been manicured landscaping has since devolved into a tangled, swampy mess. A single path of cracked, wet bricks links the street to the entrance of the Temple, which appears to be a brand new, iron-braced wooden door. Above the door is a decayed carving of a human man on his knees, his arms raised toward a rising sun.
Rumor has it that "the Temple" was once long, long ago, a massive and elaborate prison. Built by Karzoug, the vengeful Runelord of Shalast to hold those who drew his special notice. Suppossedly, it was the most grotesque and depraved torture facility ever built on Golarion, and utilized various pocket dimensions. When the Starstone fell, it shattered "the Temple's" foundations, both magical and mundane, releasing everyone (within theory). The citizens of Kaer Maga, almost entirely previous prisoners of laves decided never again to allow prison's, and the place has been unused since, though the site remains as both a reminder to the people and also as a sort of tourist landmark.
Map has been updated.
Maldoc Tisbane
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The injured could use the potions if they wish, otherwise we could save them in case they are needed in another capacity.
Quite a place. Any of you specialize in rogue activity, by chance?
Umaro
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Sorry was going to roll then thought people might want to roll their own. As for using the potions or the wand, it might be better to hold onto at least 1 or 2 of the potions, so that people have a way of healing outside of the wand.
Umaro looks over the good gathered up from the enemies, frowning at many of them. Finally picking up the obscuring mist scroll, "Hmmm, it seems this scroll is the only thing of use to me."
Once reaching the "temple" Umaro shakes his head at the sight. Almost reverently he runs his hand over some of the mess of landscaping.
"I had heard tales of this place, but never thought much of them. I suppose we should go in, but no Maldoc I don't know anything about rogue activities myself."
Maldoc Tisbane
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With a sigh, Maldoc checks out the door as best he can. If it appears to be safe to open he'll do so.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Umaro
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Umaro lets out a slight laugh. "Yes, I hear that the those in that profession tend to not like much noise."
After watching Maldoc check over the doors and finding them locked, Umaro moves up. "Perhaps the key that we found might work. If not, we will have to make some noise getting in."
DM Beckett
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It does indeed.
This small room looks as though it were recently cleaned. Piles of broken furniture lay against the east wall and a single, nondescript desk sits in the middle of the room facing the door in the south wall. Another door, just as thick and sturdy, is opposite the main door on the north wall. Inside, five unsuspecting goblins lean against the walls, (they should be guarding the entrance), just as surprised as you are.
Kryssa: 1d20 + 2 ⇒ (3) + 2 = 5
Maldoc: 1d20 + 6 ⇒ (9) + 6 = 15
Sam: 1d20 + 3 ⇒ (17) + 3 = 20
Umaro: 1d20 + 1 ⇒ (20) + 1 = 21
Goblin 1: 1d20 + 6 ⇒ (15) + 6 = 21
Goblin 2: 1d20 + 6 ⇒ (2) + 6 = 8
Goblin 3: 1d20 + 6 ⇒ (17) + 6 = 23
Goblin 4: 1d20 + 6 ⇒ (2) + 6 = 8
Goblin Shaman: 1d20 + 5 ⇒ (18) + 5 = 23
ROUND 1
Goblin Shaman, Goblin 3, and Goblin 1
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-->>Umaro, Sam, & Maldoc
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Goblin 2 & Goblin 4
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Kryssa
The Shaman steps back from the desk she was sitting at and begins to chant a spell (full Round). Goblins 3 and 1 then draw their shortbows as they step closer to protect the Shaman, and fire at Umaro.
Shortbow vs Umaro (14): 1d20 + 4 ⇒ (7) + 4 = 11 MISS
Shortbow vs Umaro (14): 1d20 + 4 ⇒ (16) + 4 = 20 HIT
Damage: 1d4 ⇒ 2
Maldoc Tisbane
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Maldoc will cast Arcane Mark and then moves forward into the room!
Question, can I enter the square with the desk so that I can attack the shaman? Maybe an Acrobatics to jump on the desk?: 1d20 + 3 ⇒ (19) + 3 = 22
If that works,
Attack: 1d20 + 5 ⇒ (2) + 5 = 7 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bah! After all that, no reward.
DM Beckett
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Yes you can. It counts as difficult terrain, (10ft of movement rather than 5ft) and an Acrobatic check (DC 10 I believe), but doing so also grants you a +1 to hit for higher ground.
Sam Drakenfel
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Sam bides his time before attacking.
If I cast a "person" spell on you aasimar, will it work? He asks Kryssa.
Kryssa did you got the aasimar's scion of humanity trait? May delay to be the last on the initiative depending on Kryssa's answer. If wont work on her I will delay.
Kryssa Lightbinder
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Ish.
Kryssa looks down at the shining metallic tattoos on her arms and then back up at the mage, "Sorry, there's too little Shoanti in my blood."
I have Alter Self as a SLA which changes me into a different race, but being as it is a polymorph school ability, I cannot be affected by other polymorph spells nor by size change spells (such as Enlarge Person) while under its effects.
Umaro
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HP: 11/13
Umaro glares at the arrow that hit him then up to the goblin that shot him before moving into the room and to the side to make sure that Kryssa can make it into the room.
Umaro then swings his staff at the goblin in front of him. #1
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
DM Beckett
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Sam tactically hold back a moment to inspect the battlefield while Umaro and Maldoc both advance in, striking at the goblins, but are unable to land a hit.
I forgot to add this in earlier with all the previewing posts.
The other two Goblins advance to Flank Umaro while drawing their filthy short swords.
Attack Umaro (AC 15): 1d20 + 4 ⇒ (1) + 4 = 5 <MISS>
Attack Umaro (AC 15): 1d20 + 4 ⇒ (7) + 4 = 11 <MISS>
ROUND 1
Goblin Shaman, Goblin 3, and Goblin 1
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Umaro & Maldoc
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Goblin 2 & Goblin 4
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-->> Kryssa & Sam
Kryssa Lightbinder
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Kryssa charges in and attempts to flatten the goblin in the doorway with her heavy flail.
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 + 7 ⇒ (5) + 7 = 12
DM Beckett
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Sadly, no one was able to hit the Goblin Shaman before her spell goes off.
grabbing a handful of sand from her pouch, she steps back then flings it into the air around the room with the last words of the spend finishing.
Umaro, Kryssa, and Sam
ROUND 2
Goblin Shaman, Goblin 3, and Goblin 1
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Umaro & Maldoc
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Goblin 2
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Kryssa & Sam
DM Beckett
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I'm waiting to see if anyone is affected before Goblins 3 & 1 do their actions.
Sam Drakenfel
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DM last round I drawed my crossbow and fired it. So I did not have a move action. As a result I 5 ft stepped diagonally to get line of sight inside but I could not reach the square in front of the entrance. So I was in the square beside it to the left grabbing some cover also. Not in the one my character is showing at the map. That would put me out of the spell area. Anyway:
Will: 1d20 ⇒ 6
Umaro
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Save: 1d20 + 4 ⇒ (4) + 4 = 8 Well that's unfortunate
Umaro shakes his head as his eyes begin feeling heavier, unable to concentrate on the fight. He slips to the ground, asleep.
DM Beckett
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DM last round I drawed my crossbow and fired it. So I did not have a move action. As a result I 5 ft stepped diagonally to get line of sight inside but I could not reach the square in front of the entrance. So I was in the square beside it to the left grabbing some cover also. Not in the one my character is showing at the map. That would put me out of the spell area. Anyway:
Ok, I was going off of your last post assuming you hadn not moved on the map.
Taking a small step Sam fires his crossbow from the entrance at the shaman.
If you want to take a 5ft step only and be out of the range, that's fine, I was just going off of the last post.
Goblins 3 & 1 each take a 5ft step back and fire their shortbows, but Goblin 3 is still in range of Maldoc's dark blade.
Goblin 1 vs Maldoc (18): 1d20 + 4 ⇒ (19) + 4 = 23 <HIT>
Damage: 1d4 ⇒ 4
Maldoc AoO: 1d20 + 6 ⇒ (15) + 6 = 21 <HIT>
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 <and drop>
ROUND 2
Goblin Shaman & Goblin 1
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Umaro (sleep) & Maldoc
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Goblin 2
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Kryssa & Sam
Umaro
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Umaro snores a little, trying to dream but the forest seems to be in an uproar around him.
Maldoc Tisbane
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Seeing that Umaro fall into slumber at the feet of a goblin, he forgoes assaulting the shaman and makes sure that his friend is being defended instead! I'd hate to see a CDG here, not that it would happen. Still, seems logical to defend against it.
Maldoc casts Arcane Mark and then moves toward the goblin next to his ally!
Touch: 1d20 + 6 ⇒ (4) + 6 = 10 for Scimitar: 1d6 + 1 ⇒ (3) + 1 = 4
Umaro
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It's what I'd do if I was a goblin. Dice seem to be hating me this scenario.
DM Beckett
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Sorry, a lot of work last few days.
Maldoc drops another goblin then enchants his blade and moves to protect Umaro. Goblin 2 swings at Maldoc, thinking it has some sort of advantage with the druid fallen.
Slice @ Maldoc: 1d20 + 4 ⇒ (10) + 4 = 14 <swing and a miss>
ROUND 2
Goblin Shaman & Goblin 1
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Umaro (sleep) & Maldoc
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Goblin 2
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Kryssa & Sam
Kryssa Lightbinder
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Kryssa lets her rage take over and rushes in past the desk swinging at the shaman.
Attack + Rage - Power Attack: 1d20 + 6 + 2 - 1 ⇒ (12) + 6 + 2 - 1 = 19
Damage + Rage + Power Attack: 1d10 + 4 + 3 + 3 ⇒ (7) + 4 + 3 + 3 = 17
DM Beckett
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And she hisses "Ohhh. . . what a world, what a world. . . as She drops dead on the spot. Get some!
Seeing their leader slain outright, the other two goblins don't look nearly as confident, but realize there is nowhere to run away to.
DM Beckett
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Kryssa drops the Shaman while Sam rushes in to wake the druid. Goblin 1 takes a step further to Kryssa, drawing it's shortsword and realizing he is about to most likely die, fights like a cornered rat.
Attack Kryssa: 1d20 + 4 ⇒ (1) + 4 = 5 <MISS>
ROUND 3
Goblin 1
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Umaro & Maldoc
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Goblin 2
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Kryssa & Sam
DM Beckett
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Normally, I roll really well for monsters when I DM, (and sometimes need to hope I don't drop players). You guys/gals are getting lucky.
Umaro
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Umaro opens his eyes and takes in the goblin near him, remembering what had happened. His hand closes around his quarterstaff as he swings from his spot on the ground.
Prone Attack: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Seeing his attack only stir up some dust, Umaro takes a breath and stands, knowing that it will give his enemy a chance to attack him.
I know I'm eating an AoO and probably should have stood before swinging, but hey thought I'd give it a shot.
DM Beckett
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Robbed of it's one sure kill, it takes it.
Shortsword AoO: 1d20 + 6 ⇒ (13) + 6 = 19 HIT
Damage: 1d4 ⇒ 3
ROUND 3
Goblin 1
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Umaro & Maldoc
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Goblin 2
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Kryssa & Sam