Imperia Rex |
Imperia collects her sword from the floor as the brief battle wraps up. "We make an unorthodox but effective team," she notes.
After perusing the signage, she inwardly scoffs at the mention of a pain laboratory. Pah, what do they know of pain? Korvosa is the home of true pain and suffering. Let's see this pathetic testing they are so proud of. "Pain Laboratories look most promising."
Luurg |
Luurg smiles and nods "Pain Lab sounds gud to me. Sure we gotta look lotsa places anywho." He hefts up his spear and heads in that direction, eyes keeping to the floor for tracks and oddities.
Survival(Track): 1d20 + 11 ⇒ (13) + 11 = 24
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Septimus de Saavedra |
Septimus eyes the group, Very well friends, to the pain laboratory! he says heading in that direction.
Yoshi Masaso |
Yoshi shrugs. He knows the pain of a smashed nose, a beaten body. The pain of losing in front of a crowd. Pain is nothing new to him.
GM Gustavef |
Opening the door to the East:
This room is filled with ancient tapestries of chromatic dragons besieging castles and battles between Dahak and Apsu at the dawn of time. An alabaster obelisk covered in Draconic runes occupies the far corner, surrounded by a spread of various dragonhides of all colors and thickness, and a taxidermied wyvern hangs from the ceiling above, its stinger flexed above its head. Umbral chains drop from the same ceiling on the Shadow Plane; gruesome hooks at the chains’ ends hold long dead skeletons. The southern wall sports a massive wheel with shackles along its edge, apparently for holding writhing subjects in place during tests.
This chamber is the home of the perennial dragon exhibition at Blakros Museum, a collection of artifacts from across the world related to dragonkind. The Onyx Alliance uses this same space in Wightir House to conduct less precise experiments.
Three fetchlings lurk in the room and turn too attack as you enter.
The dim light in this room makes the creatures especially hard to see clearly.
There is a 50% miss chance to hit these creatures, unless you change the lighting level or have darkvision
Init,Ser Willem: 1d20 + 2 ⇒ (17) + 2 = 19
Init, John Carlos: 1d20 + 0 ⇒ (18) + 0 = 18
Init, Imperia Rex: 1d20 + 1 ⇒ (2) + 1 = 3
Init, Luurg: 1d20 + 2 ⇒ (4) + 2 = 6
Init, Yoshi Masaso: 1d20 + 3 ⇒ (4) + 3 = 7
Init, Septimus: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Init Fetchling Guards: 1d20 + 2 ⇒ (19) + 2 = 21
Septimus may act before the Fetchlings attack
Septimus de Saavedra |
Septimus steps into the doorway and hurls a bomb at the farthest fetchling.
Throwing at green, Septimus has darkvision. He is in the second range increment. Its another tanglefoot bomb, DC19 reflex save or glued to the floor for 2d4 ⇒ (4, 2) = 6 rounds.
Bomb, heroism, range: 1d20 + 8 + 2 - 2 ⇒ (7) + 8 + 2 - 2 = 15
Damage: 3d6 + 7 ⇒ (6, 3, 6) + 7 = 22
I suggest that we try to hold them at the door my friends although you may wish to cover the extents to prevent them from fleeing. Fetchlings are cowardly creatures.
Knowledge?: 1d20 + 19 ⇒ (7) + 19 = 26, +3 if its arcana or nature
GM Gustavef |
The creatures are Fetchlings. Native Humanoids from the plane of shadow.
Outsiders native to the Shadow plane
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice.
These particular ones seem to be some type of light fighter. But otherwise are normal fetchlings.
Septimus hurls his bomb at the far (red) fetchling guard. The fetchling is too slow to react and is immolated in a single attack.
The other two take cover and hurl their slings at Septimus
Fetchling sling attack, Green: 1d20 + 2 ⇒ (16) + 2 = 18
Fetchling sling attack, Blue w/cover: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
But the stones hit the door frame.
Everyone is up.
Luurg |
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Luurg's ears perk up to the sound of battle and a smile crosses his face. He hustles into the next room, spear in hand. As he sees the fetchlings clearly with his darkvision he stops behind a table for some cover.
"Its Naner time!" He yanks a banana off of his belt and with a squeeze sends the fruit up into the air where he gulps it down like a sea gull swallowing a mackerel. With a slight burp and a smile his arms begin to lengthen, his knuckles nearly dragging on the ground. "Dare's a reason dem monkies have such long arms... all dem naners dey eats!" Long Arm extract, 5mins. Now have 10' reach.
MW Spear, PA, Heroism, Mutagen: 1d20 + 8 - 1 + 2 + 2 ⇒ (12) + 8 - 1 + 2 + 2 = 231d8 + 6 + 3 + 3 ⇒ (1) + 6 + 3 + 3 = 13
John "the Antagonizer" Carlos |
John moves up to see into the room after hearing the explosion, "wow, that is a bit tough to see in there. You sure you didn't just see a shadow? Here, let me try to get some light."
Move 20 ft, Cast "Light" on his Dagger.
Caster Level Check as previously mentioned?: 1d20 + 3 ⇒ (19) + 3 = 22
Imperia Rex |
Assuming the light works...
Imperia marches into the room with her shield raised and ready to deflect attacks from an enemy she can't see. "John, that light needs to be in here," she comments as she passes him. "Come into the light you insufferable creatures, let's have a real fight!"
________
Move into the room, I have low-light vision which should be what I need to see if I am within 20ft of John, take Total Defense AC 27.
Ser Willem Dargerion |
"I think we need to shine the light on them, they won't come to it willingly!" Willem says as he rushes to the table and takes cover from the sling stones.
Move, Total Defense. AC 25 with Defense and Cover.
Yoshi Masaso |
Yoshi rushes into the room and up to the nearby slinger.
If the slinger is so foolish as to not step back, Yoshi will try to trip
trip: 1d20 + 21 ⇒ (12) + 21 = 33
followup stomp: 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26
damage: 1d8 + 7 ⇒ (1) + 7 = 8
GM Gustavef |
The fetchling sees an opening. Drops his sling and attempts to deftly move around Yoshi while drawing his sword.
Acrobatics Tumble: 1d20 + 7 ⇒ (10) + 7 = 17
Miss chance for AoO (<50 miss): 1d100 ⇒ 31
However the fetchling is able to take advantage of the dimness and able to reposition himself while waiting for his partner.
The Blue Fetchling moves while drawing his sword taking the flank. The both attack Yoshi
Fetchling sword attack Green: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Fetchling sword attack Blue: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Fetchling sword damage Green: 1d8 + 2 ⇒ (8) + 2 = 10
Sneak Attack Damage: 1d6 ⇒ 2
Fetchling sword damage Blue: 1d8 + 2 ⇒ (1) + 2 = 3
Sneak Attack Damage: 1d6 ⇒ 3
Stepminus can take an action before they moved. Depending on your action may prevent some of the listed damages.
Fetchling Green -- 8 damage
Septimus de Saavedra |
Oops, sorry, I missed that the whole party was up
Septimus slips into the room and hurls a bomb at the blue fetchling.
You just stay where you are! he shouts
Bomb, heroism, range: 1d20 + 8 + 2 - 2 ⇒ (20) + 8 + 2 - 2 = 28
Damage: 3d6 + 7 ⇒ (5, 2, 5) + 7 = 19
Confirm, heroism, range: 1d20 + 8 + 2 - 2 ⇒ (7) + 8 + 2 - 2 = 15
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
DC19 reflex save or stuck to the floor for 2d4 ⇒ (1, 2) = 3 rounds
GM Gustavef |
I thought it would be bomb everything :)
The bomb explodes on the fetcling, but he is able to duck behind the cover of the boxes enough to not take its full force.
Reflex Save: 1d20 + 4 ⇒ (20) + 4 = 24
Although severely burned he is able to still move up and flank with his partner.
So the fetchling did its move as listed, though is hurt
[spoiler=Status]
Fetchling Blue -- 19 damage
[/spolier]
Everyone is back up
Ser Willem Dargerion |
Willem sees an opportunity as the bomb explodes in the shadowy creature's face. He leaps over the table and rushes to aid Yoshi. His sword clears its sheath as it comes down in arc towards its shoulders.
Sword Strike: 1d20 + 7 ⇒ (13) + 7 = 201d8 + 3 ⇒ (3) + 3 = 6
Miss? <50: 1d100 ⇒ 54
John "the Antagonizer" Carlos |
John dashes into the room, bringing his light with him. He points his dagger at the closest Fletchling, "BY THE LIGHT OF JOHN CARLOS, YOU SHALL PAY FOR YOUR COWARDLY ATTACKS!!!"
Intimidate: 1d20 + 12 ⇒ (20) + 12 = 32
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Septimus de Saavedra |
That last attack and damage should both have been 1 higher due to point-blank shot, don't suppose that made a difference for the confirmation?
Septimus takes a step forward and examines the various bottles, unguents and vials in his toolbelt. Don't want to exhaust too much so soon, the others seem to have this in hand
If you chaps could step away from our singed friend there it would be much appreciated
Assuming at some point that they do end up not adjacent OR if they are happy to be splashed
He draws a vial from his pack and hurls it at the nearest fetchling. Here, catch!
5' step forward, draw an alchemist fire and throw it at blue.
Alchemist fire, PBS, heroism, range: 1d20 + 8 + 1 + 2 - 2 ⇒ (17) + 8 + 1 + 2 - 2 = 26
Damage, PBS: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
If anyone is adjacent it does 8 splash damage with a DC19 reflex save for half. The primary target is one fire and takes and extra 1d6 ⇒ 1 fire damage at the start of his turn
Luurg |
Luurg looks up a bit startled as John hollers angrily at the green creature Dat guy's skery! I better go 'elp 'im. Luurg lumbers his way down and tries to skewer the quivering mass of green guy with his spear. "We gots us a job ta do fella, best be going back to yer shadow house oky?"
MW Spear, PA, Heroism, Mutagen vs Green: 1d20 + 8 - 1 + 2 + 2 ⇒ (18) + 8 - 1 + 2 + 2 = 291d8 + 6 + 3 + 3 ⇒ (7) + 6 + 3 + 3 = 19
MW Spear, PA, Heroism, Mutagen: 1d20 + 8 - 1 + 2 + 2 ⇒ (19) + 8 - 1 + 2 + 2 = 301d8 + 6 + 3 + 3 ⇒ (7) + 6 + 3 + 3 = 19
Imperia Rex |
There goes the light. Imperia moves with John as he approaches the combat and over takes him, ending up on the other side of the green fetchling. "Your time is short, make whatever peace for your soul that you can," she explains to the fetchlings.
________
AoO for Green, double moved into flank with Yoshi. Gotta love that 20ft of movement!
GM Gustavef |
Ser Williem steps up, but is unable to get a clear hit on the creature.
Septimis finishes off the blue fetchling in a burst of fire.
Yoshi and Ser Williem will need to save for splash damage
Luurg swings and hits the green creature but does not take it down in time for it to make an opportunity attack at Imperia
Fetchling sword attack: 1d20 + 4 ⇒ (5) + 4 = 9
But can not connect.
Yoshi is up.
Ser Willem Dargerion |
Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
So close... takes 8 points of fire damage
Willem instinctively ducks behind his shield, but not fast enough as he takes the heat on his legs. Cursing to himself, he refocuses on the enemy..
GM Gustavef |
Botting Yoshi
Yoshi goes to finish the last fetchling.
Trip: 1d20 + 13 ⇒ (10) + 13 = 23
Follow up Stomp: 1d20 + 11 ⇒ (11) + 11 = 22
Stomp damage: 1d8 + 7 ⇒ (1) + 7 = 8
And with that knocks down and disables the last fetchling.
Taking a moment to survey the room and the bodies. Aside from their weapons they each have 2 alchemist fires. In addition to their gear, one of the guards has a key on their belt.
Perception Ser Willem: 1d20 + 2 ⇒ (18) + 2 = 20
Perception John Carlos: 1d20 + 0 ⇒ (4) + 0 = 4
Perception Imperia: 1d20 + 8 ⇒ (13) + 8 = 21
Perception Luurg: 1d20 + 9 ⇒ (13) + 9 = 22
Perception Yoshi: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Septimus: 1d20 + 14 ⇒ (18) + 14 = 32
Septimus is also able to find a single elixir of fire breath in tucked away in the various displays and relics.
Two doors on the northern (right) wall are closed. (a and b)
John "the Antagonizer" Carlos |
With a large smile on his face he looks over the quickly dispatched enemies, "quite well done, it's like we are a coordinated team or something!"
John assists the group, searching through everything. "I'll take that elixir if no one else wants it, I've used the spell before and it can be useful in the right situation."
He points to the two doors, "ready whenever you all are."
Septimus de Saavedra |
Septimus spends a little time checking over the fetchlings to see if any actually survived, he will stabilise any who haven't actually died.
Take 10 on heal gives him an 18
Rifling their pockets the various flasks of alchemist fire disappear into his own pack, he stops and looks around, none of you wanted any of these right chaps? Thought so, he smiles and heads towards the northmost door (a). Either looks as good as the other he says activating a pair of wands again and checking over the door.
Perception: 1d20 + 18 ⇒ (13) + 18 = 31
Reactivating heightened awareness and shield as the 1 minute on shield probably expires while we poke around looting
Luurg |
Luurg smiles as he holds up a pair of liberated vials then his face goes blank as the Ratfolk snatches them with nimble efficiently Dem rat people real sneaky, always stealing tings! Best not be into my fruit stash! His face gains a look of concern as he starts checking over his belt pouch and backpack of precious fruit, producing a pair of pears for a quick snack.
"Dat door gud as any yup." He says between pears, wiping his hands off on his breastplate and tossing the cores on the floor nearby. "Lez do dis!" He takes up position, his long arms and spear ready to stab anything that rushes out of the door.
MW Spear, PA, Heroism, Mutagen: 1d20 + 8 - 1 + 2 + 2 ⇒ (11) + 8 - 1 + 2 + 2 = 221d8 + 6 + 3 + 3 ⇒ (6) + 6 + 3 + 3 = 18
I am updating my heroism modified perception mod in your stat block GM. If this isn't an overly long dungeon crawl I should be able to keep it up the entire way.
Imperia Rex |
Despite her helmet, you can tell she has a sour look upon her face. "Septimus, you would heal those who sought to destroy us?" she asks, her words heavy with judgement. He is an effective combatant and font of knowledge, but I fear his sense of good will may be our ruin.
When Septimus gives the all clear and her companions have positioned themselves where they want to be, she flings the door open with her shield ever at the ready.
________
No items for me!
Septimus de Saavedra |
Septimus casts a look over his shoulder and scowls, they are just protecting their nest, we are the invaders here, no need to kill people needlessly.
Luurg |
Luurg looks back and forth between the two, nodding mostly in support of Septimus "Dat true, dat true. I be pretty mad if sumbuddy broke into my hut n tipped over my hammock, n cut down my apple trees." His beady eyes twitch a bit at the final statement before readying his spear again.
Ser Willem Dargerion |
Willem mutters something about 'turning backs on living enemies', but leaves it as he approaches the door with Imperia, his shield ready as he goes for the door to open it. "Shall we?"
GM Gustavef |
Two of the fetchlings are able to be stabilized. One was fully immolated and is well past dead. Ser Williem opens the door.
This simple room of unadorned stone is piled from floor to ceiling with boxes and crates, with barely enough room left to allow the staff to squeeze between the towers of dusty, mothballed exhibits.
Inside the room, a hound made of shadows looks at you and snarls. You do notice that it is chained to the wall (Blue Triangle). Though it looks like there is enough slack in the chain for the beast to cover the whole room.
It lunges at you.
Init,Ser Willem: 1d20 + 2 ⇒ (14) + 2 = 16
Init, John Carlos: 1d20 + 0 ⇒ (10) + 0 = 10
Init, Imperia Rex: 1d20 + 1 ⇒ (16) + 1 = 17
Init, Luurg: 1d20 + 2 ⇒ (17) + 2 = 19
Init, Yoshi Masaso: 1d20 + 3 ⇒ (10) + 3 = 13
Init, Septimus: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Init Shadow Hound: 1d20 + 6 ⇒ (1) + 6 = 7
Though you may all react before it can do anything.
Septimus de Saavedra |
Knowledge?: 1d20 + 19 ⇒ (20) + 19 = 39
Add an extra 3 if it is arcana or nature. Interested in elemental resistances, immunities or special attacks
Careful friends, this is a...
Septimus de Saavedra |
Moving up Septimus throws one of the alchemist fires we found at the creature.
Fire, heroism, range, cover: 1d20 + 8 + 2 - 4 - 4 ⇒ (6) + 8 + 2 - 4 - 4 = 8
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
If it hits the thing takes an extra 1d6 ⇒ 2 fire damage
John "the Antagonizer" Carlos |
John moves up, glances inside, sees the chain holding the beast and shuts the door. As the explosion rattles the door he turns to Septimus, "I thought we were trying not to kill something that was just defending itself?"
He braces himself against the door and points to the large table in the room. "Could a couple of you strapping gents or ladies move that over here? Thanks!"
Septimus de Saavedra |
Not killing is different to not doing our job, it may be protecting something we need to use to deal with this situation... says Septimus with a raised eyebrow and a twitch of his whiskers. Guard dogs after all are often set to...guard things.
John "the Antagonizer" Carlos |
John returns with a smile, "and it'll still be here guarding this room if we need to return, won't it?"
John "the Antagonizer" Carlos |
John looks around to the rest of the group, better smooth this over, we don't want another repeat of the Saurton Heir mishap.
He adds, "if the rest of you feel the way Septimus does, that's absolutely fine. It's still a good idea to take a moment and prepare for a battle once we have the intel. So once everyone knows what they are going to do, I'll pull the door open for you."
Septimus de Saavedra |
Septimus stares fixedly at John, We aren't on our own in here, we've been reasonably quiet so far but if it starts howling it may bring the whole place down on us...
John "the Antagonizer" Carlos |
John's brow furrows, explosions and enemies screaming as they burn to death is quiet? I don't want to know what he thinks is loud!
He plasters a practiced smile onto his face and readies to step aside and open the door again (next round), assuming the rest of the group wish for that activity.
Yoshi Masaso |
Yoshi moves up to the door, ready to dash through and try and trip up the dog if the group decides to go in.
"I am agreeing. An unnecessary fight is being distracting."
GM Gustavef |
Septimus recognizes the beast as a pure bread shadow hound. Used by fetchlings to guard and attack. This one definitely is hostile towards you as you are not fetchlings.
It does not have any special resistances or immunites, and similar, but slightly more powerful, to its fetchling masters, the beast can make itself difficult to spot in shadows and dim light. When its shadow blending is active, full daylight is needed to counter it. However it requires an action on the part of the hound to activate. Currently the hound is not blending
It does have a fear causing bay that can panic everyone except evil outsiders.
Reflex Save: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
After assessing this, Setpimis's flask smashes against the crates near by splashing the hound for minimal damage
Luurg |
"Shadow doggie eh?" Luurg gets ready to head in with his spear once John reopens the door. Luurg makes a bee line towards the pup and tries to stick him with the sharp and leafy. Instead he just stabs a crate. "Oopsie."
MW Spear, PA, Heroism, Mutagen: 1d20 + 8 - 1 + 2 + 2 ⇒ (1) + 8 - 1 + 2 + 2 = 121d8 + 6 + 3 + 3 ⇒ (5) + 6 + 3 + 3 = 17
Imperia Rex |
Imperia shoots her patented disapproving glare at John. "We have a job to do. If your moral compunctions prevent you from fulfilling our line of work, stand aside," she orders, eager to join the fray. The Society seems to have some flaws in their team building protocol.
________
If the door reopens, Imperia will double move to the square to the left of that blue triangle.
Yoshi Masaso |
With the door reopened, Yoshi will head in and try to trip the dog from range with his longspear.
trip: 1d20 + 21 ⇒ (17) + 21 = 38
No stomp at this stage as he is not adjacent to it.
Ser Willem Dargerion |
Willem is thoroughly concerned with the discussion going on, but to him, he has a duty to perform and by the gods, he was going to do it. His shield up, he came in and without a second thought brought his blade down on the creature's neck.
Sword Strike: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 3 ⇒ (8) + 3 = 11
GM Gustavef |
The hound is triped on the ground. While down it Bays causing a wave of fear to wash over everyone.
Your character is panicked for 2d4 ⇒ (1, 3) = 4 rounds
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
It then stands back up. Luurg, Yoshi, and Ser Williem can make AoOs if not panicked
Hound -- 15 damage
Everyone is back up.
Septimus de Saavedra |
Will, heroism: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Using tshirt reroll
Will, heroism, stars: 1d20 + 3 + 2 + 5 ⇒ (19) + 3 + 2 + 5 = 29
Septimus manages to hold himself together.
Septimus de Saavedra |
Septimus scurries forward and tosses a bomb over Luurgs head. Duck!
Bomb, pbs, heroism, cover: 1d20 + 8 + 1 + 2 - 4 ⇒ (17) + 8 + 1 + 2 - 4 = 24
Damage, pbs: 3d6 + 7 + 1 ⇒ (1, 5, 2) + 7 + 1 = 16
Septimus excludes adjacent squares which have allies in them. DC19 reflex save or entangled and stuck to the floor for 2d4 ⇒ (3, 4) = 7 rounds.
John "the Antagonizer" Carlos |
Will DC 16: 1d20 + 4 ⇒ (19) + 4 = 23
John laughs at the howl, ”is that supposed to be scary? This is scary.” He lets out a gutteral scream aimed at the creature.
Intimidate: 1d20 + 12 ⇒ (7) + 12 = 19
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is *shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.