Jean-Philippe St.Onge |
Do anyone's combat abiliies require anything special like flanking? I don't know some of these subclasses.
Keith S. |
Somebody give me a stealth roll for the wee hafling.
Jean-Philippe St.Onge |
stealth: 1d20 + 6 ⇒ (2) + 6 = 8
Keith S. |
Everyone is doing well (even Trevor is holding the one piece of scale that tinks when he walks) until the halfing trips over a board and it knocks over a pile of bricks.
The humming immediately stops. You hear some quick shuffling or movement from the area ahead, then silence.
Keith S. |
You guys are in any of the 4 squares touched by the red X. The noise came from ahead and to the right.
Jean-Philippe St.Onge |
Waiting until the orc charges in, he follows him and moves to surround an enemy.
initiative: 1d20 + 3 ⇒ (10) + 3 = 13
unarmed, hopefully flanking: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 1 ⇒ (1) + 1 = 2
Lazare |
Initiative Check: 1d20 + 3 ⇒ (12) + 3 = 15
Who the hell put that there.... grrrr the halfling says more embarrassed than anything else. Well, show your face, we all know you are there Lazare speaks into the darkness while drawing his rapier and is ready to move behind Trevor.
Keith S. |
Trevor moves ahead and around the corner. Jean-Phillipe and Lazare are right behind him.
You see what looks like an office, but the walls between the hall and office and adjoining rooms have collapsed in the earthquake. Rubble is everywhere. Chairs and desks and shelves have been destroyed.
There are several bodies lying in the edges of the room, some human and some looking like what you killed below.
At the red O sits / lies an older human woman with a heavily bandaged leg. She is wearing some sort of white outfit (well, it was white once - now it is mostly dirty with black / brown / gray dirt and dust, along with a liberal amount of blood smudges).
Thank the gods you're human. It went that way when it heard you in the hall she gasps out. She points to the north, hand and arm trembling.
Jean-Philippe St.Onge |
"Ma'am, we are glad you are so helpful, however, I feel we must verify you are not one of these things.". He moves up cautiously and prepares to give her a prick with the Claws of Bastet.
Defensive stance +4 to AC
Keith S. |
The woman lets out a sigh Let me guess. They told you shape shifters lived up here? Well, what would you expect a bunch of lunatics to tell you? This is the Briarstone Asylum, no? Where we keep the insane?
perception checks or sense motive or diplomacy or bluff or intimidate or etc. as you desire.
I will keep her opposing rolls (if any) secret so as not to give away a clue unnecessarily.
Jean-Philippe St.Onge |
"You must believe me insane to think I would accept an old woman, alone, in all this carnage," and he clacks the steel claws together, daring her to reveal herself.
"We've slain one of you masquerading as a doctor, so we've seen your trick.".
Extending one hand, palm up, he motions for this brother come at him.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
sense motive: 1d20 + 3 ⇒ (7) + 3 = 10
intimidate, come at me bro: 1d20 + 1 ⇒ (6) + 1 = 7
Keith S. |
Lad, I have been through a lot in the last couple of days. I have been chased, beaten, and broken a leg if I'm not mistaken. I haven't eaten in two days. Being tortured by those you used to care for is not a fun thing. Look at my hands shake here.
The woman holds out her hands to show that they are trembling.
But if you want me to botch a stitch so that you can feel better about bashing me 'ead in, let's be about it. Come a bit closer, as I cannot stand with my leg as it is.
Jean-Philippe St.Onge |
"I have a question, am I a patient, or am I on staff?, And what is my name?"
Keith S. |
I can't answer that son. You weren't in my wing, so I don't know you
Keith S. |
So what are you gonna do? Faradin? Lazare? Thoughts?
Jean-Philippe St.Onge |
"If you believe her, tying her hands is a death sentence. We should move her and some of these bodies back to the barricade. I am skeptical, and I would advise caution. How did you avoid the creatures? And how many have you seen?"
Faradin Rogarvia |
"We have three options here. One, We take her back to the barricade, without any way of proving that she isn't a monster, they kill her. Two, we leave her here and the monsters kill her. Or three, we kill her. Those are our basic options. I suggest another option. Sorry Gran..."
Saying that, Faradin gave the woman's leg a light kick.
Keith S. |
The woman sneers at him That was a mistake, honey! and springs to her feet, face and body shifting into a man clad in a dirty doctor's coat.
initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Keith S. |
Roll initiative; and if you beat a 12 any of you can attack first.
Assume for this round it is not flanked, every round after this it will be flanked (until there is only one of you standing ... muahahaaha)
Faradin Rogarvia |
1d20 + 4 ⇒ (9) + 4 = 13
Faradin calmly glances at the others, "See. Option 4, which leads neatly to option 3!"
He ripped his sword free from his belt and waited, seeking the most opportune moment to strike.
Ready an Action to attack if the creature attacks me or an ally.
Jean-Philippe St.Onge |
initiative: 1d20 + 3 ⇒ (15) + 3 = 18
The Lord of Cats shimmers and shifts, sidestepping closer to the creature and slashing diagonally at its chest with an unarmed strike.
Move action last blessing for today I think. As a move action I create an illusory double that functions as a single mirror image and lasts 1 round.
unarmed strike, let's make it non-lethal: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 1 ⇒ (1) + 1 = 2
Keith S. |
Feel free to roll attack dice; it is definitely attacking Faradin this round as he kicked it / him / her. Its AC is 16. And you beat its initiative.
Keith S. |
Jean Phillipe misses with his oblique strike, but Faradin gives it a decent slash along the ribs!
Trevor and Lazare get to roll init and swing if they beat a 12
Keith S. |
A solid hit with the earthbreaker! Trevor's blow smashes down on the things left shoulder, displacing it with a loud CRACK.
However, given the fluid nature of the thing's body parts, it looks like it can still use the arm.
Keith S. |
The creature moves against Faradin, claws sprouting at the end of his hands!
attack: 1d20 + 8 ⇒ (16) + 8 = 24, hitting for damage: 1d8 + 4 ⇒ (2) + 4 = 6
attack: 1d20 + 8 ⇒ (6) + 8 = 14, and missing.
All players are up. Remember that you are all considered flanking the creature this round.
@Faradin - refresh my memory - why is your ac 17 (19)?
Jean-Philippe St.Onge |
Responding with a two handed rend, he hopes the creature will be distracted by the others and the two strikes will land.
flurry of blows, flanking: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (1) + 1 = 2
flurry of blows, flanking: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (4) + 1 = 5
Faradin Rogarvia |
17 Base / 19 when I have my shield equipped. Which I couldn't do last timme but can do now.
Faradin pulled his shield from his side and fit it in place, before lashing out at the creature with his blade once more.
Flank1d20 + 7 ⇒ (14) + 7 = 211d8 + 2 ⇒ (6) + 2 = 8
Keith S. |
Distracted by the bizzare gyrations of Jean-Phillipe, the creature is easy prey for Faradin, who stabs it deeply in the abdomen.
your dice are cold, Jean-Phillipe!
The thing is staggering, and only needs Trevor or Lazare to finish it off.
Keith S. |
AND .... I missed the post by Trevor laying into it again - he crushes its head with a solid blow from his hammer, dropping the thing.
It lies there, in its natural form , in a well worn and bloody white jacket.
Make some perception checks if you wish to search the area.
Jean-Philippe St.Onge |
Perception, or 28 on a take 20: 1d20 + 8 ⇒ (15) + 8 = 23
Keith S. |
@Faradin - I would say not in this case, as taking 20 is supposed to mean you are not bothered by distractions or threats - and you are in a creepy, horror filled insane asylum, shattered by what appears to be an earthquake, pursued by shape shifting monsters, and have no memories of your past.
Keith S. |
You find that there are two shapeshifter bodies and three human bodies here. It looks like chunks of flesh have been deliberately cut from the bodies. Along one wall, you find the missing chunks of meat hanging from hooks in long strips.
In the smashed desk and lockers you find a wide variety of desk items - paper, pens, ink, etc. You also find a wooden holy symbol of Pharasma, a silver masterwork dagger, and a pair of gaudy red boots with cat fur lining (worth 20gp).
The way to the north or east are blocked with rubble. There is a door to the west.
Jean-Philippe St.Onge |
Frowning deeply and shaking his head, he wraps the boots and places them in his satchel for a proper burial. "These truly are monsters," ignoring the hanging strips of flesh.
Lazare |
Lazare looks his mates in the eyes and takes the masterwork dagger, shoving it into his belt.
What say you all to exploring a bit? Perhaps there is something interesting to the west. Perhaps an answer, since all we seem to get are more questions.
Faradin Rogarvia |
Faradin shook himself and sighed. "I'm fine. Let's just keep moving. We have the creatures we need to gain access but of you want to explore, let's be about it lads."
I feel like we need a Cleric or something as our shared NPC
Keith S. |
Well, you have a warpriest player, and you are first level
You open the door and look into the room to the west. Sturdy racks and toppled tables suggest this space once served as a sizable laundry. Much of the northern end of the room is filled with rubble.
A series of crossbeams fills the western alcove, forming a laundry drying rack.
Three figures are manacled to this laundry drying rack.
The southern figure appears human, wearing stained yellow sheets as robes, and bears a flame shaped mark on his forehead.
The middle figure is a partially eaten human wearing gray pajamas.
The northern figure is human shaped, but his teeth are all long fangs, and pallid skin stretched over his bony frame. While his arms are manacled to the frame, he is able to slide next to the middle figure (the corpse), which he does, and stretches his head to the side, taking a chomp out of the body. He chews noisily.
The southern human utters words fail...
There is also a door in the southern end of the room. There are windows in the wall behind the prisoners but they are somewhat dirty, so you cannot easily see outside.
map should be updated.