GM Uktar |
Patros' blow lands hard and the rogue cries out in pain but remains on his feet. He draws his short sword, and attempts to return Patros' courtesy, then takes a 5' step away from him.
att v Patros: 1d20 + 3 ⇒ (10) + 3 = 13
dmg: 1d6 + 2 ⇒ (6) + 2 = 8
. Init order:
Wisp
. Fileroom Rogue
Leppin
Patros [/b]
. Receptionist Rogue (-7)
Mythryndyr
Brinshandyr
.
Bolded may act, GM will retro-adjust if necessary.
Brinshandyr |
Brin takes his heightened awareness elixir and draws his dagger before shifting behind Leppin.
+2 Perception and all knowledge checks/20 mins. Changed stat bar to reflect all changes. His mutagen, which he he took just before going inside, gives him a -2 to wisdom and also lasts 20 min.)
GM Uktar |
Myth's arrow brings down the receptionist, who slumps to the ground.
Brin, if that changes your actions, feel free to adjust. Obviously still in initiative. Wisp is up.
. Init order:
Wisp
. Fileroom Rogue
Leppin
Patros
. Receptionist Rogue (-11, unconscious, bleeding)
Warehouse
Mythryndyr
Brinshandyr
.
Bolded may act, GM will retro-adjust if necessary.
Wisp Emberflake |
Wisp races to the door and (attempts to) throw it wide open for the others.
Move and standard. If the door is locked, I will instead back out of the way so others can pick/kick the door.
GM Uktar |
Wisp throws open the door, and the lamplight beyond reveals a small room with file cabinets along the eastern wall, and a door in both the northern and western wall. Of course, all of that is eclipsed by the rogue standing just inside the doorway.
"Frack!" he exclaims loudly before reaching out and slamming the door shut again.
Welcome to the Laurel & Hardy portion of the adventure.
. Init order:
Wisp
. Fileroom Rogue
Leppin
Patros
Mythryndyr
Brinshandyr
.
Bolded may act, GM will retro-adjust if necessary.
Mythryndyr |
Myth will move 5' east and ready an action to be triggered if/when the door is opened...
Shortbow: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm Crit: 1d10 + 8 ⇒ (10) + 8 = 18
Damage: 3d6 + 6 ⇒ (4, 4, 4) + 6 = 18
Leppin |
Leppin reaches over and opens the door. He holds his small blade ready should an enemy emerge.
Short Sword: 1d20 - 1 ⇒ (7) - 1 = 6
S: 1d4 - 1 ⇒ (3) - 1 = 2 Minimum 1 non-lethal
Brinshandyr |
With one eyebrow raised, Brin gives the entire scene a thoughtful look. He shifts toward Myth to get a better view of the door leading deeper in.
"After you my fine fellows!" he says to the others of his group upon seeing their flurry of activity.
He quickly takes one of the tanglefoot bags from his belt and readies to throw it should a viable enemy target present it self.
By "viable" I mean one not dead or unconscious after the other members of the party have their actions go off.
GM Uktar |
Leppin throws open the door, expecting the foe to be waiting beyond, and slashes ineffectually through empty space. As Patros goes barreling across the room toward the door, Mythryndyr calmly moves until he has line of sight and puts an arrow through the rogue's left eye with enough force to pin his head to the wooden wall in front of the western door, which is also now open. By the time Brin lines up a shot with his tanglefoot bag, the rogue's body's weight has begun to drag him down off the back end of the arrow, leaving its fletching covered in gore and the dead rogue in a heap.
While there's no light source inside the western room, from the light filtering in from the fileroom, you see boxes of old files and papers stacked in one corner of this small room, opposite a half-dozen brooms and other cleaning supplies.
Out of initiative. The rogues each have leather armor, short sword, 5 daggers and a tanglefoot bag. Brin, do let me know if you want to use the heightened awareness buff on next initiative roll, or wait until later into the spell.
Leppin |
"Might come in handy," Leppin says as he swipes the tanglefoot bag off of the corpse.
The gnome moves into the file room and begins to search for clues. "This might take a while."
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Mythryndyr |
Myth will move into the next room, keeping his bow drawn, and wait till the search is done...
"Do we want to proceed to the next room in the same manner we did this one?"
GM Uktar |
Leppin looks around the room, spying nothing of particular value. He ponders the fileboxes, his curiosity making his scalp itch, but the men of action in the other room are quick to point out there had been a couple of shouts of alarm and a kinetic blast, none of which had been particularly quiet. Clearly now's not the time for a deeper dive into the files. The gnome let's out an uncontented sigh and turns to leave the room. That's when he notices that a decent chunk of the SW corner of the room not only is free of clutter, there is no dust or dirt on a square-shaped patch of the floor. And that's when he spots the thin outline of a trapdoor in the floor...
Patros Randallos |
Patros picks himself up and looks around. He grabs the secobd tanglefoot bag and readies to head out when Leppin calls out.
My friend, you have eyes as sharp as any elf I have met... he says ad he claps a meaty hand on the gnome's shoulder. But we shkuld come back to it...might be more hostiles around...
Brinshandyr |
Brin will keep his heightened awareness. He won't use the initiative bonus on the next roll.
"Yes Myth, we should proceed as before."
GM Uktar |
"Same as before" but with a bit more prep/organization sounds to me like:
Leppin pulls open door and steps back. Patros up front ready to charge any foe he can reach/charge. Myth, Brin and Wisp in 2nd row ready to attack first foe they spot when door opens. Brin, you can have tanglefoot bag in hand and still chuck bomb, but if going with "readied" action, specify which is your intended weapon. Everyone can go ahead and make a preemptive Perception check and Initiative roll, in that order, as a way of confirming good with plan for opening door to north.
Leppin |
"I thought we were here to find evidence not execute everyone," Leppin murmurs as he steps over the corked skull of the warehouse worker.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Brinshandyr |
Bomb in one hand, and tanglfoot bag in the other, Brin readies to throw his tanglefoot on the most dangerous looking enemy he sees next.
initiative: 1d20 + 3 ⇒ (17) + 3 = 20 Percep: 1d20 + 5 ⇒ (19) + 5 = 24
readied tanglfoot toss: 1d20 + 3 ⇒ (16) + 3 = 19 +1 if PBS, and modified by distance of course
GM Uktar |
Leppin throws open the door to a huge open room that takes up most of the interior of this large building. It appears unfinished, with a wooden frame that could have housed two separate floors but is instead open to the roof like a barn. Across the center of the warehouse, a catwalk hangs fifteen feet off the ground. dotted white lines on map outline the catwalk. Heavy items can be pulled up to the catwalk with ropes and a block and tackle. In the northeast and southwest corners, rooms have been framed in and walls erected. Shelving lines most of the walls, and crates and boxes are stacked in many places on the main floor. You do get a sense that the space is open all the way to the huge bay doors off to the southeast, though you can't see them from your current location. None of your readied actions go off as you tense up for a moment or two, waiting for an enemy to appear. You neither see nor hear anyone in that pregnant moment of silence.
Wisp Emberflake |
"We should make certain the place is empty, no?" Wisp tries to move between boxes and merchandise to hide as he moves across the warehouse.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Brinshandyr |
"I strongly doubt it is empty, but I understand your meaning that we should search it. That was never not the plan." comes Brin's whispered response. He tries to follow quietly, while scanning for signs of others.
perception: 1d20 + 5 ⇒ (20) + 5 = 25
stealth: 1d20 + 2 ⇒ (13) + 2 = 15
Mythryndyr |
Myth moves 30' NW, eyes alert for trouble, as concealed and quietly as he can...
Perception: 1d10 + 8 ⇒ (5) + 8 = 13
Stealth: 1d10 + 13 ⇒ (7) + 13 = 20
GM Uktar |
Wisp had the highest initiative, so his entry into the room triggers the following. Brin, Myth, I've moved you back into the file room, and you still have your actions this round.
Wisp quietly slips into the room, taking a look around. He spies the large sliding bay doors to the south, where a serviceable wagon is parked. Just when he comes to a stop, a large ceramic jar falls from the catwalk above, and shatters at his feet, instantly covering him with with a swarm of congealed euphoric toxins that seem to quiver with life.
Wisp, take 1 point of damage from the ooze and make a reflex save.
All eyes are instantly drawn to the catwalk above, where you see three men with shortbows stand up on the catwalk, and 2 of them fire at Wisp--the third moving a little more slowly, having just shoved the jar over the edge of the catwalk.
shortbow green attack: 1d20 + 2 ⇒ (14) + 2 = 16
dmg: 1d6 ⇒ 2
shortbow blue attack: 1d20 + 2 ⇒ (19) + 2 = 21
dmg: 1d6 ⇒ 2
. Init order
Wisp
. bowmen
Patros
Brinshandyr
Mythryndyr
Leppin
Mythryndyr
Brinshandyr
Bolded may act, GM will retro-adjust if necessary.
Brinshandyr |
know dungeoneering: 1d20 + 11 ⇒ (11) + 11 = 22
Stepping through the door when he hears the glass shatter, Brin exclaims, "Drat! That jar had a Sanguine Ooze Swarm in it! Difficult to get rid of and resistant to fire. You'll pay for that you rapscallions!"
Seeing the close line up of enemies, he throws his bomb instead of his tanglefoot bag, aiming for the green clad antagonist in the center of the group.
Bomb at Green vs touch+PBS and Buffs: 1d20 + 3 + 1 + 2 ⇒ (15) + 3 + 1 + 2 = 21
fire damage+pbs: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Splash to his friends for 6 points/ DC15 Ref for half.
Mythryndyr |
Myth moves 25' NW and fire at the red bowmen...
Shortbow: 1d19 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Posting from mobile, can't move...should be just north of the western catwalk balcony...
Wisp Emberflake |
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Well, this can't be good news
@GM Uktar, I just want to point out I have Enveloping Winds up as a constant ability. I am not certain if it makes a difference, but I thought I would bring it up.
Enveloping Winds Element(s) air; Type defense (Su); Level —; Burn 0 You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks.
Leppin |
I believe Tiny can still take half damage from S/P weapons and full from B, right?
"Slime swarms? What are they doing with jars full of slime?" Leppin asks rhetorically as he moves around the shelves in the warehouse. "Don't worry, even if Wisp starts staring at his navel, these buggers will go down as quickly as the last."
Inspiring Courage: +1 attack/+1 damage
GM Uktar |
Wisp finds himself Entangled in a viscous ooze swarm, and buffeted by arrow attacks from above. His fellow adventurers rise to his defense. Their ire at seeing Wisp injured brings an intense focus to their aim, and the cover offered by the walkway does not avail your foes. Brin's blast staggers Mr. Green and severely burns the the other 2. Myth's arrow finishes off Mr. Red. Patros unstraps his shield and pulls out his bow, ready to join the his compatriots in unleashing a ranged barrage of death upon those who would dare injure your party.
Patros, it's a move action to unstrap the shield, to either put it away or even just drop it (it's the unstrapping that takes time). You can move as you pull out the bow, so feel free to reposition yourself as part of pulling your bow out, if you desire.
@ Wisp Enveloping Winds won't help with the ooze because it's a beasty that was simply dropped on you. But for the arrows...
miss chance green (low means miss): 1d100 ⇒ 65
miss chance blue (low means miss): 1d100 ⇒ 94
Both arrows manage to penetrate the winds, and were against your flatfooted AC, i.e. both strike home.
first v. Distraction. DC: 13 or better, otherwise nauseated.
second is for Euphoric Slime: DC:13 Fort v. Poison or be staggered from uncontrollable laughter. The 2 conditions effects don't stack, so if fail both saves or just the first save, can still take a single move action. Make the first save & fail the second, can take either move or a standard. Make both you're good to go, though you're still entangled, which means take –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. You think it would take a full-round action to scrape the ooze bits off of you in order to lose entangled condition. You'll remain entangled by the viscous goo until you do scrape it off.
Reflex Red: 1d20 + 2 ⇒ (19) + 2 = 21
Reflex Blue: 1d20 + 2 ⇒ (6) + 2 = 8
. Init order
Wisp
. bowmen
Patros
Brinshandyr
Mythryndyr
Leppin
Bolded may act, GM will retro-adjust if necessary.
.
Inspire Courage +1 now in effect.
@Leppin, correct. Tiny critter swarms can be damaged by weapons.
Wisp Emberflake |
No worries. I was thinking the description of a "ceramic jar" sounded like a projectile, but totally cool if it was too big/heavy to be buffeted aside.
Fort vs Distract: 1d20 + 6 ⇒ (15) + 6 = 21
Fort vs poison: 1d20 + 6 ⇒ (7) + 6 = 13
The wayang feels a familiar burble in the pit of his stomach, but manages to keep it down. He holds his arms out and hands wide to keep the goo from touching him more. "This is just gross. You are terrible people. Who thinks of doing this? And then you shot me! TWICE!! By the Dark, you guys are just evil." Wisp looks around for something, anything to wipe the viscous slime off of him. He immediately begins scraping the ...stuff...off of him. "I really hate these guys." He continues to wipe as he shouts up to the rafters, "I didn't even go into the house until all your friends were already dead. Kind of wish I went inside a little earlier now. Jerks."
GM Uktar |
I'll give Wisp the 5' step to get out of the actual swarm space before scraping off--you are moving at half speed, but that doesn't prevent 5' step. It also puts you under the catwalk and out of line of fire from bowmen above. But...
Wisp quickly steps out of the goo and under the catwalk to get himself out of the line of fire from above. He scrapes off all the clingy, viscous goo that's stuck to him. No longer entangled.
1 for Brin, 2 for Wisp: 1d2 ⇒ 2
Unfortunately, the gooey ooze swarm quivers with excitement--if it could feel excitement--at the prospect of 2 targets within reach. So much food, so little time. It does quiver in an unexcited fashion as it moves back onto Wisp with a loud schlurping sound.
Wisp, take another HP of damage, make another Reflex save or become re-entangled by Viscous goo, and on your turn, 2 fort saves v Distraction and Euphoria.
Up above, you see Mr. Green turn green around the gills as he watches the swarm go about its attempt at feeding on wayang. A look of disgust crosses his face, and he Staggers toward the ladder at the east end of the catwalk. He finishes his movement centered on the larger platform by the ladder, leaving no clear shot at Mr. Green from the floor of the warehouse.
Mr. Blue, though singed around the edges, remains undeterred and takes a shot at Brin.
Mr. Blue shortbow attack: 1d20 + 2 ⇒ (6) + 2 = 8
dmg: 1d6 ⇒ 1
. Party may act. Init order:
Wisp (-6 HP)
. bowmen
Patros
Brinshandyr
Mythryndyr
Leppin
. Bolded may act, GM will retro-adjust if necessary.
Inspire Courage +1 is up.
Wisp Emberflake |
Seeing the mass lurch toward him, "Oh by the gods! It moves?"
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
He nimbly dodges the puddle as it moves forward of its own volition.
GM Uktar |
Mythryndyr continues to demonstrate what a real archer can do, dropping Mr. Blue with another fine shot, paying no heed to any cover the catwalk may have provided.
While Wisp is still in the same space as the ooze swarm, he does manage to keep from being overwhelmed and entangled. still need the fort saves v Distraction and Euphoria if it's still alive on your turn
Leppin |
Leppin hustles around the shelves and readies his little blade in case the tiny oozlings creep closer.
Lingering Performance Round 1 of 2
Shortsword: 1d20 - 1 ⇒ (16) - 1 = 15
S: 1d4 - 1 ⇒ (4) - 1 = 3
Brinshandyr |
"Move away from the Swarm Wisp!" Brin shouts to his little team mate!
Readied action to throw as soon as Wisp clears the swarm. Target will be the farthest corner of the swarm so that only the swarm is hurt. I marked it with an X.
Readied action/Bomb+PBS+Mutagen+IC: 1d20 + 3 + 1 + 2 + 1 ⇒ (13) + 3 + 1 + 2 + 1 = 20
fire dmg+PBS+IC: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8 x1.5 vs swarm=12
GM Uktar |
Patros arrow misses its mark while Leppin positions himself to provide support, his enCOURAGing words Lingering in the air. Brin stands ready to try and incinerate the ooze once Wisp is clear.
Wisp may act. Begin with 2 FORT saves, first v. Distraction, 2nd v Euphoria (per previous spoiler)
. Init order:
Wisp (-6 HP)
. bowman & Ooze
Patros
Brinshandyr
Mythryndyr
Leppin [/b]
Bolded may act, GM will retro-adjust if necessary.
Inspire Courage +1 lingering rd 1 of 2
Wisp Emberflake |
Fort vs Distraction: 1d20 + 6 ⇒ (19) + 6 = 25
Fort vs Poison: 1d20 + 6 ⇒ (6) + 6 = 12
The tiny wayang begins to giggle. "Tee hee. Goo. Goooo. Itsa a funny word. It ...oozes off the tongue.. HA HA. Ooozy gooo...goosey. An oozy floozy... WHO'S A GOOSE!! AH HAHAHAHA. The laughter rocks the kineticist. He stumbles across the warehouse with next to no control of his movements. "Hey Brin, know any oooozy floooozies? Maybe we can drink some boozey! Oh, it hurts...I can't breathe. "
Staggard move action is to GTFO of the range so Brin can attack it.
GM Uktar |
While Wisp succumbs to the Euphoric Slime, he does manage to make a giggling retreat to a safe distance from the ooze. As he stumbles along, he shouts out, "Hey, there's a trapdoor over here as well!" as if it's the most hilarious thing in the world.
Brin unleashes a fiery bomb on the ooze. Much of the damage does not seem to effect it, though it is somewhat burned around the edges. The creature senses Brin is the closest living thing, so it schlurps its way over onto the alchemist.
In the meantime, the one remaining bowman makes a staggering leap from the platform onto the small framed structure in the NE corner of the room. He then drops down in front of the door. He reaches for the door handle but then slumps into the door and falls to the ground, unconscious and covered in burns.
Acrobatic fall: 1d20 + 6 ⇒ (9) + 6 = 15
Hmmm 1: 1d20 ⇒ 13
Hmm 2: 1d20 ⇒ 19
Brin, take 1 point of damage, and make a DC: 13 reflex save or become Entangled in Viscous Slime. Then at start of your turn, 2 fort saves, also DC: 13. Fail the first, Nauseated (distracted). Fail the 2nd, Staggered due to Euphoric fumes from slime causing uncontrollable laughter.
. Party may act. Init order:
Wisp (-6hp)
. Ooze
Patros
Brinshandyr (-1hp)
Mythryndyr
Leppin
. Bolded may act, GM will retro-adjust if necessary.
Inspire Courage +1 is up. lingering rd 1 of 2 until Leppin's turn
Mythryndyr |
Myth will move 15' ESE and fire a blunt arrow at the tiny ooze swarm...
Shortbow: 1d20 + 9 ⇒ (10) + 9 = 19
Bludgeoning Damage: 1d6 + 3 ⇒ (4) + 3 = 7
GM Uktar |
Patros and Myth are able to finish off the sanguine ooze swarm, though Brin suffers the ignominy of yet again being affected by an alchemical weapon.
Brin takes 1 point acid splash damage from Patros' flask. Still need a DC: 13 reflex save from Brin to see if he's entangled by viscous goo. If he is, it'll be a full-round action to scrape it off.
Wisp giggles uncontrollably at the look of indignation on Brin's face before the effects of the euphoric slime wear off.
What next?
Wisp -6hp, Brin -2hp
Mythryndyr |
"Wisp you look to need a bit of healing...how 'bout you Brin, you OK?
It's safe to say, they know we're here now..."
Myth will then search the warehouse for hidden foes, traps, and entrances...
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Leppin |
"Well, this was all rather bloody and violent," Leppin says. "Where do you suppose he was going?"