Buchart
|
I'll definitely rappel down then!
I should have 100' of rope on my sheet, 50' of regular and 50' of silk. Tie off on any handy structure/outcrop, rappel down the silk and belay with the regular.
Anaba, do you mind tending the belay line for me? Don't want to fall! And if I scream like a little girl, please start pulling like hell?
Will stop well before the bottom and hit the skellie with disrupt undead just for good measure!
Climb: 1d20 + 8 ⇒ (17) + 8 = 25
| GM Pablo |
You move to go to the lower level.
These dank caves of dirt and stone wind and bend dizzyingly, narrowing to as small as three feet wide at points. In places, claws of exposed tree roots hang from the ceiling.
Jakardros warns this is the shocker lizards lair. "We tolerate their presence since it keeps vermin from infesting the keep, but during shocker lizard mating season we light stacks of bitterbark wood
chips (the scent of which the lizards find repugnant) to keep them from swarming up into the castle.
The shocker lizards are relatively nonagressive as long as you move slowly through the warrens, don't approach too closely to any of the egg mounds, and don't hurt the lizards."
Buchart
|
The skeleton of an unlucky halfling thief lies at the bottom of the ravine. His pack contains a broken flask, some prospecting tools, and a pouch with two large garnets , each worth 100 gp. His trusty +1 mithral short sword is still sheathed at his side (its small, but just right for Fernleaf!).
Great score for our potion master!
Sekkim
|
"We tolerate their presence since it keeps vermin from infesting the keep, but during shocker lizard mating season we light stacks of bitterbark wood
chips (the scent of which the lizards find repugnant) to keep them from swarming up into the castle"
"Should we be considering using this method to drive them up into the castle?"
Sekkim
|
Jakardros think for a second "We could, but would need to leave the cave through the waterfall and go down the trail a bit to harvest some wood. There is a risk of being seen from the Fort, but it is possible."
"Too many unknowns and risks for something that may not actually help us out that much. Let's slip past them instead, I think. I'll follow your lead."
| GM Pablo |
Jakardros guides you slowly and quietly single file through the lizards - You see a lot!
He stops short of a wall and silently points to a partially hidden leaver in a niche on the wall. He then notches an arrow on his bow and nods as if he is ready when you are.
See Fort Rannick Map - Lowest Level. Please verify marching order
| GM Pablo |
Fernleaf takes a look
This simple room might have once been a jailer's den, or perhaps even a torture chamber, but someone has gone through great pains to repurpose it. The air now smells of sweet exotic incense, and veils of multicolored silk drape from floor to ceiling throughout. Between the rustlings of the veils, glimpses of giant cushions are revealed. The floor is strewn with luxuriant red throw rugs and sheets.
An aristocratic-looking human woman with fire red hair and alabaster skin stands in the room and sips a glass of wine. Her face is pure elegance high cheekbones, demure but lust- stirring green eyes, and perfectly shaped eyebrows to accent them.
Buchart
|
We're going to have the drop on her if we act quickly and quietly. Besides that, I believe that Anaba will be quite a disruptive influence if Red decides to either cast, run or call out. If Roldande used acrobatics to get to the door and block her exit then leveling a pistol at her face, I think we might be successful at neutralizing her and getting as much info from her as possible.
Buchart
|
Tell you what. I'll follow you into the room. Just head towards the door so I can take a swing at her. Then Jakardros with his bow. I'm sure he really wants to put an arrow in Red. That should fill the room so there will be ample AOOs if she tries to flee!
GMPablo
|
Fernleaf opens the secret passage and moves into the room to the left (double move) Sekkimm fires a snowball (readied action) Anaba, Buchart and Rolande move into the room to attack (single action suprise round) Anaba Initiative: 1d20 + 5 ⇒ (20) + 5 = 25 Buchart Initiative: 1d20 + 5 ⇒ (13) + 5 = 18 Cela Initiative: 1d20 + 3 ⇒ (18) + 3 = 21 Fernleaf Initiative: 1d20 + 4 ⇒ (13) + 4 = 17 Rolande Initiative: 1d20 + 6 ⇒ (11) + 6 = 17 Sekkimm Initiative: 1d20 + 8 ⇒ (6) + 8 = 14 Shalelu Initiative: 1d20 + 3 ⇒ (8) + 3 = 11 Jakardros Sovark Initiative: 1d20 + 2 ⇒ (7) + 2 = 9 Kaven Windstrike Initiative: 1d20 + 3 ⇒ (4) + 3 = 7 Vale Temros Initiative: 1d20 + 1 ⇒ (6) + 1 = 7 Lumpy Initiative: 1d20 - 1 ⇒ (13) - 1 = 12 Red Head Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Sekkimm roll snowball
Anaba and Buchart are up.
Cela delays, but sends Fahari in double move.
-Posted with Wayfinder
Buchart
|
We have bull's strngth and I have shield up. If Anaba can delay until just after me that would help a bit. I intend to hit her with the wand of vampiric touch to build up some temp hit points for the main assault! Since I can build up a reservoir of temp HPs and have three (or four? saw an extra CMW potion on my sheet) healing potions, Cela can focus healing on Anaba. However, I don't think we should spread our force out too much just in case we need to split. I'll go ahead and make the roll for the touch attack.
Vampiric Touch: 1d20 + 8 ⇒ (13) + 8 = 212d6 ⇒ (1, 3) = 4
Wow! How unimpressive! Four whole hit points!
| Rolande Deerborne |
I am going to block the door so she can't leave. My readied action was to shoot the glass out of her hand with utility shot as I jumped into a dive roll to the exit, I get an extra plus one on attacks during surprise round.
Pepperbox two-handed: 1d20 + 11 ⇒ (19) + 11 = 301d8 + 8 ⇒ (5) + 8 = 13
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
| GM Pablo |
Rolande shoots the glass right out of her hand throwing glass shards and wine all over the place.
Buchart hits for 4 and gains a little extra life.
Anaba does full round (nonlethal attack)
Nonlethal Damage with a Weapon that Deals Lethal Damage - You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
Bastard sword: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 121d10 + 12 + 1d6 ⇒ (9) + 12 + (4) = 25 miss
Bastard sword: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 231d10 + 12 + 1d6 ⇒ (7) + 12 + (2) = 21 crit threat!
Bastard sword: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 181d10 + 12 + 1d6 ⇒ (10) + 12 + (6) = 28 Confirm crit does not confirm.
She takes 19 points non lethal and 2 lethal from fire.
Rolande flips through the room (Double move) and blocks the far exit.
Fernleaf is up!
Sekkimm waits to counterspell
Shalelu
Jakardros
Red Head -2 -19 non-lethal
Kaven
Vale
Lumpy
Sekkim
|
How much non-lethal knocks her out?
It's a function of hit points. If the lethal damage plus the non-lethal damage she's taken exceeds her hitpoints (and she's susceptible to being unconscious) she falls unconscious. So say she has 50 hit points and a 10 constitution, and you hit her three times in a row for 24 points of damage. Normally the third hit would put her below her con in hit points and she'd die. (50-72 = -22 hp, dead dead dead)
If one of those hits is nonlethal, then 24 of the damage is nonlethal. On lethal damage she's still got two hit points left, but the total nonlethal puts her way below 0 (-22), so she's unconscious instead of dead.