| Dungeon Master S |
That makes a BIG difference!
Auri's powerful swing cuts the centipede in half! I'll hold on resolving Piper's spell until after Dupine goes, as the other insect is grievously wounded.
Round 1:
Piper: Haste
Thiera: Scorching Ray
Baddies: ATK
Dupine: Go
Auri: Hit
Round 2:
Piper: Color Spray
Thiera: Fire
Baddies: TBD
Dupine: TBD
Auri: TBD
Big:
Green: 31
August Dupine
|
Fort save: 1d20 + 5 ⇒ (3) + 5 = 8
Dupine grimaces as he tries to finish off the other insect with a well-placed kick.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
| Dungeon Master S |
Dupine succumbs to the poison a bit DEX DMG: 1d4 ⇒ 3
August the one you're facing is actually not the injured one. It's the one to the south. Do you want to change action?
Auriferous
|
If Auri downed her Centipede on the first stroke, that would mean she had movement left to head south and present herself as a more threatening target to that one wouldn't it?
| Dungeon Master S |
Auri, I'll grant it. The centipede won't change it's previous attack, but I'll let you retcon your movement. (I'm not the type to make the super strict ruling that you can't change from full attack to attack and move after the fact.)
August slams his foot into the centipede and cracks a part of its exoskeleton.
Piper tries to blind the insect WILL: 1d20 + 0 ⇒ (18) + 0 = 18, but it resists the worst of the spell.
Auri closes distance, but the long bug lashes out at her on the way (15' reach): AoO: 1d20 + 7 ⇒ (6) + 7 = 13, but she parries the attempt.
The very injured centipede to the south stands firm and looks like it's going to fight to the death. It goes after Auri, the more threatening looking target it just snapped at: Bite: 1d20 + 7 ⇒ (16) + 7 = 23 DMG: 2d6 + 6 ⇒ (4, 4) + 6 = 14 and a FORT save.
Tail whip: 1d20 + 2 ⇒ (4) + 2 = 6, bounces off her shinguard.
The lone centipede goes after August:
Bite: 1d20 + 13 ⇒ (8) + 13 = 21 and bites him HARD DMG: 2d8 + 11 ⇒ (6, 4) + 11 = 21 and a FORT save.
Tail whip: 1d20 + 2 ⇒ (16) + 2 = 18, but he jumps over it.
Round 2:
Piper: Glitterdust
Thiera: Fire
Baddies: TBD
Dupine: Go
Auri: Go
Big: 10
Green: 31
Auriferous
|
"I'm starting to dislike these overgrown cockroaches." bemoans Auri.
"But I do see why using magic around the statue is now a bad idea."
She swings her sword is a viscous arc at the giant bug
PA,haste: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 and then it curls around, supernaturally fast for a second strike
PA,haste: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
damage,PA,AS: 2d6 + 15 ⇒ (6, 2) + 15 = 23
Fort: 1d20 + 8 ⇒ (16) + 8 = 24
August Dupine
|
"Ouch! These things bite hard!"
Fort Save: 1d20 + 6 ⇒ (14) + 6 = 20
August starts slamming fists into the cracked carapace, hoping to tear it apart.
Flurry 1, PA: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Flurry 2, PA: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Hasted Attack, PA: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10
Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
| Dungeon Master S |
Auri misses on the first pass, but the back swing hits a lucky blow that fells another centipede. August resists the poison this time, and responds by slamming the creature twice with powerful hits. Still the centipede remains, eager to kill its next meal.
My bad. Each character who suffered poison effects needs a second save this round.
Round 3:
Piper: Go
Thiera: Go
Baddies: TBD
Dupine: TBD
Auri: TBD
Big: 28
Auriferous
|
Do we need a second save even if we made the first, or only if we failed?
Piper Azine
|
Piper tries to blind the creature to help her allies fight.
Blinding Ray: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8 vs. touch
Maybe? If he has more than 6 HD, he's just dazzled for a round.
| Dungeon Master S |
So close.... Touch is 9.
Piper's ray misses the mark by the smallest of margins.
Round 3:
Piper: Miss
Thiera: Go
Baddies: TBD
Dupine: TBD
Auri: TBD
Big: 28
Thiera
|
Thiera grits her teeth against the poison.
Fort: 1d20 + 4 ⇒ (17) + 4 = 21
She takes a step back, and releases an simple bolt of arcane force.
dmg: 1d4 + 3 ⇒ (1) + 3 = 4
Force missile, auto hit
| Dungeon Master S |
Thiera's missile doesn't do much, but it's enough to show that the creature's wounds are starting to take their toll.
Not intelligent enough to see that the odds are about to get VERY lopsided, it continues its thrashing. August is right there, so it keeps attacking him.
Bite: 1d20 + 13 ⇒ (10) + 13 = 23 for DMG: 2d8 + 11 ⇒ (1, 7) + 11 = 19 and a FORT Save
Tail trip: 1d20 + 2 ⇒ (17) + 2 = 19 Miss
Round 3:
Piper: Miss
Thiera: Bolt
Baddies: ATK
Dupine: Go
Auri: Go
Big: 32
August Dupine
|
"Argh! Get off me, you gnat!"
Fort Save: 1d20 + 6 ⇒ (20) + 6 = 26
August is clearly hurting, but fights to keep his bearings and continually punches it in its maw.
Flurry 1, PA: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7
Damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Flurry 2, PA: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Hasted Attack, PA: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
| Dungeon Master S |
It's not pretty, but August keeps the fight going. His attacks have a hard time landing, but through the grace of speed he sneaks a hit in there!
Round 3:
Piper: Miss
Thiera: Bolt
Baddies: ATK
Dupine: Hit
Auri: Go
Big: 44
Auriferous
|
Auri turns on the spot and dashes forward to help August. She does her best to weave a complex route, using the advantage of new new speed to try and avoid presenting herself as a target to the large creature.
acrobatics, hahahah: 1d20 - 5 ⇒ (14) - 5 = 9
attack, defensisve: 1d20 + 9 + 1 - 4 ⇒ (14) + 9 + 1 - 4 = 20
damage: 2d6 + 15 ⇒ (5, 6) + 15 = 26
AC vs AOO will be 22; 19 base +1 haste, +2 fighting defensively
| Dungeon Master S |
Auri's tumbling leaves a lot to be desired, and the centipede lashes out: AoO: 1d20 + 13 ⇒ (16) + 13 = 29, and chomps down on her ribs for DMG: 2d8 + 11 ⇒ (1, 2) + 11 = 14 FOR SAVE!
Auri gives it back even more than she takes it though, and when she gets there she cuts the creature's head clean off!
Out of combat, but we have poison to resolve before advancing.
Auriferous
|
Fort: 1d20 + 8 ⇒ (17) + 8 = 25
While she resists the poison, Auri is starting to wonder if her armour is cursed.
"Didn't protect me at all.." she mutters.
| Dungeon Master S |
NOW we can recover as Auri resists the final attempt at poisoning her.
It appears Arpani has fled the scene, Arpani’s box however, was left in his haste. The box contains a potion of barkskin +2, an oil of bless weapon, and a potion of cure light wounds. It also contains a piece of paper that looks much like a shopping list of arcane items with notations next to each one. Halfway down the list is noted “Osirian statuette—GT.”
Auriferous
|
"GT? Grandmaster Torch? Are we being led up a garden path?"
Auri looks around the others to see how they fair before drinking the potion immediatley..
on 12hp by my reckoning
| Dungeon Master S |
Feel free to heal and just let me know where to next.
August Dupine
|
Dupine pulls out his wand to have Auri help him knit his wounds.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
"Anyone else?"
Auriferous
|
"My thanks Dupine, I'll try and get one for myself soon." sighs Auri.
"Where to next?"
| Dungeon Master S |
Auri makes a quick stop back at the Grand Lodge to requisition a wand. After the party heads to.... Where?
Thiera
|
You are free to use my wand, as you need, sister," Thiera tells Auri.
Just let me know how many charges you use for my accounting. Thiera doesn't use it very often.
"Humphf. With no other leads, let's just continue down Torch's shopping list of contacts. Next up is, Buri Buri-Ban, I believe. Torch said he likes a café on Sengali square.”
Link to previous conversation with Torch, if any , like me, needed a reminder.
| Dungeon Master S |
The party refreshes themselves, both from wound and thirst. With everyone new, it's a short walk to your next stop, The Fetching Fan café on Sengali Square. Buri Buri-ban is easy to spot (complete with package, but it looks like you're expected. He looks up and makes eye contact with the party for a brief moment. In that moment he pulls out a potion and downs it. As he drains the potion he begins running, package in hand. By the time he’s taken three steps across the square, he’s already invisible!
You see a person get knocked over and a dust cloud ahead. A moment later you see a door open and slam shut without anyone touching it! It's a simple refinery.
August Dupine
|
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
"There! In that refinery, let's go get him."
Dupine leads the way.
Thiera
|
Sigh.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Thiera gives chase, making sure Dupine stays in front of her.
She recalls the spell glitterdust, and gets ready to cast it when she can identify where an invisible person might be.
Auriferous
|
perception: 1d20 + 1 ⇒ (1) + 1 = 2
"Where?" asks Auri looking in the wrong direction.
When she turns around, Dupline is already off at a run, so she sets chase after him!
| Dungeon Master S |
The party hustles into the Jenji Combine Sianti Refinery. It appears he's entered a warehouse that's little more than a massive and VERY dusty storage area.
There's a sign that says NO OPEN FLAME over the door.
The dust hinders his invisibility considerably, and you can see that he's got about a 20' lead in this room which is about 100' across. It looks like he's dashing for an exit on the far side.
Worse, the commotion has grabbed the attention of a quartet of refinery guards who are 20' behind YOU and shouting for you to stop.
HAve to run to class, I'll put up a map later. It's a blank grid, 100' across and he's 20' in front if you want to post actions.
Buri Buri-ban: 1d20 + 5 ⇒ (5) + 5 = 10
Guards: 1d20 + 3 ⇒ (20) + 3 = 23
Thiera: 1d20 + 2 ⇒ (3) + 2 = 5
Auri: 1d20 + 1 ⇒ (12) + 1 = 13
Dupine: 1d20 + 2 ⇒ (3) + 2 = 5
Piper: 1d20 + 8 ⇒ (11) + 8 = 19
| Dungeon Master S |
The guards pour in with cries of "Stop! You cannot be here!"
Each guard files in and takes a swing with a scimitar at a Pathfinder:
Vs. Piper: 1d20 + 5 ⇒ (18) + 5 = 23 THREAT
Confirm v Piper: 1d20 + 5 ⇒ (16) + 5 = 21 DMG: 2d6 + 2 ⇒ (4, 6) + 2 = 12
Vs. Auri: 1d20 + 5 ⇒ (12) + 5 = 17 MISS
Vs. Thiera: 1d20 + 5 ⇒ (14) + 5 = 19 MISS
Vs. Dupine: 1d20 + 5 ⇒ (4) + 5 = 9 MISS
Round 1:
Guards: ATK
Piper: Go
Auri: Go
Buri Buri-Ban: TBD
Thiera: TBD
Dupine: TBD
Piper Azine
|
"Ow! I'll get back to you!"
Piper steps away from the guard, and fires a ray to slow down their quarry.
Ray of Exhaustion: 1d20 + 6 ⇒ (19) + 6 = 25
DC 19 Fort save or Exhausted
| Dungeon Master S |
He's still technically invisible, so there's a 50% miss chance. High is always good: 1d100 ⇒ 36
Piper's ray hits only dust, missing the target.
Round 1:
Guards: ATK
Piper: Miss
Auri: Go
Buri Buri-Ban: TBD
Thiera: TBD
Dupine: TBD
Auriferous
|
Auri turns on the guards behind "Why not? And why not stop him?" she says pointing to the fleeing figure.[/b]
Readies an action to strike the the first guard that strikes at a pathfinder. The attack will mimic the guards, so if they use non lethal attacks, so will she (put -4 on the to hit)
readied attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 2d6 + 15 ⇒ (3, 5) + 15 = 23
| Dungeon Master S |
"NONE OF YOU should be here!"
Auri readies, but it looks like the guards aim to draw blood.
Buri Buri-ban however has no desire to fight. The dust cloud is now nearly on the other side of the room.
Round 1:
Guards: ATK
Piper: Miss
Auri: Ready
Buri Buri-Ban: TBD
Thiera: Go
Dupine: Go
Thiera
|
Perc: 1d20 + 6 ⇒ (15) + 6 = 21
Thiera reads/speaks Kalesh.
Thiera searches for a reason for the sign. "No fire in here! she calls to her friends. Although I may break that rule myself soon.
If Thiera can identify a general location for the invisible man, within 15' or so, she casts glitterdust, otherwise, she readies against any movement that can identify his location, and moves away from the guards.
"Let's not hurt the guards if we can help it. It's not their fault an invisible intruder raced in here!"
August Dupine
|
-Perception: 1d20 + 12 ⇒ (8) + 12 = 20
Dupine hurries after the man. He tries to beat him to the door and block it. (50 ft move rate should help here, since August can cross the 100' as a double move.)
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (18) + 7 = 25
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (15) + 7 = 22
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (17) + 7 = 24
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (5) + 7 = 12
I wasn't sure how many I would need.
| Dungeon Master S |
Thiera aims a spell at the dust cloud and WILL: 1d20 + 7 ⇒ (17) + 7 = 24. Your quarry keeps his vision, but is now outlined clearly for all to see.
August deftly avoids any potential attacks as he makes his way across the room in a flash to block the only other exit.
The guards don't really listen, and they continue their attack. Unfortunately for him, one draws a swing from Auri that drops him dead. Two remaining guards look on in shock and switch to full defense. The one in front of Thiera takes a hopeful swing at the spellcaster ATK: 1d20 + 5 ⇒ (13) + 5 = 18 for DMG: 1d6 + 1 ⇒ (1) + 1 = 2
Round 2:
Auri: Readied Action goes off.
Guards: ATK
Piper: Go
Buri Buri-Ban: TBD
Thiera: TBD
Dupine: TBD
Piper Azine
|
Not as bloodthirsty as the paladin, Piper tries to scare off the guards.
"Let's retreat! Let my summoned minions take care of them!"
Silent Image for a buttload of large earth elementals. Move toward August.
| Dungeon Master S |
The guards, having seen one of their number fall, aren't ready for the earth elementals, and they quickly decide that it's not worth their lives. The stand down, but Buri Buri-ban makes for August. At the last second the outlined shape becomes visible as he tries to land a flying kick on August: ATK: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 but slips in the dust!
Round 2:
Auri: Readied Action goes off.
Guards: ATK
Piper: Go
Buri Buri-Ban: ATK
Thiera: Go
Dupine: Go
Round 3:
Auri: Go
Guards: TBD
Piper: TBD
Buri Buri-Ban: TBD
Thiera: TBD
Dupine: TBD
| Dungeon Master S |
Thiera aims a spell at the dust cloud and [dice=WILL]d20+7. Your quarry keeps his vision, but is now outlined clearly for all to see.
Glitterdust handled here.
Thiera
|
Of course. I've been off this week. Not enough sleep, probably. I was looking at the line "Thiera: Go!", and trying to wrap my head around it. Because apparently, I can't read.
With a ban on fire spells—has she figured out why? (or is this another reading comprehension problem?)—Thiera adopts a magic missile instead, targeting Buri-Ban.
mm+evoker: 3d4 + 3 + 3 ⇒ (2, 4, 1) + 3 + 3 = 13
| Dungeon Master S |
Thiera thinks because the dust in here is flammable.
Doesn't matter though, the missiles hit with enough force to make the monk think twice about his plan. "Fine! Fine! I don't want to die. Just keep that elf wizard lady on a leash! If it's the statue you're after, simply take it and go!" He pulls out the statue and offers it to August.
Auriferous
|
Auri looks at the other guards and checks out the one at her foot, hoping that he might not be dead...
Will cast CLW stabilise him if he is just unconscious and the guards are not threatening her
"It was self defence!" she says. "You lot just came in swinging... "
| Dungeon Master S |
Indeed the guard is stabilized. They're scared out of their minds, but they feel better, not having lost one of their own.
That's when you realize what kind of refinery this, spices. Spices from Casmaroon are worth more than their weight in gold. This is why armed guards are so quick...
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