
"Bandersnatch" McTwilliger |

considering we are dying anyway...maybe. Though I would send it in the hall so it wouldn't hit us, and the oxygen would come back into the room, we aren't going to suffocate in 10 seconds. In any event i think a level 3 spell canceling out a level 1 spell is not silly. That said I see your point of not wanting to go down that slippery slope.

"Bandersnatch" McTwilliger |

1d20 + 14 ⇒ (13) + 14 = 27 just for kicks spell craft.

Tirion Took |

Tirion rolls awake and quickly determines they did not rest -- clearly not ready for another big fight! He'll immediately pull out his scroll of Teleport:
"Everone gather 'round for teleport out of here!"
Once everyone is connected, he'll yell out -- in Giant-ese:
"KEAR MAGA SENDS THEIR REGARDS, B+*% H+%*S!"
then he'll try to emulate the casting stat required:
Tirion's UMD check: 1d20 + 26 ⇒ (14) + 26 = 40
And cast the spell off the scroll:
Tirion's UMD check: 1d20 + 26 ⇒ (10) + 26 = 36
...taking the party to Williamson's office! (someplace Tirion knows well...)
Teleport accuracy check: 1d100 ⇒ 95
"We'll need to buy a couple more scrolls of Teleport!"

"Bandersnatch" McTwilliger |

We should also buy some scrolls of gust of wind. That would be smart...a shame there isn't a scroll that can get us a place to sleep.

Robert "Bo" Hardin |

You mean Magnificent Mansion scrolls? Rope trick could also prob get us by in dungeons.
"Nice job Tirion, I thought we were in trouble there.. I think some more oils of silence are in order as well. Perhaps a permanent version. We should also research that place to sleep."

Robert "Bo" Hardin |

I saw no other option then what we did.. It was either stay there and fight off whatever came or backtrack the entire tunnel system and redo it all again the next day just to be burned out of resources and reach the same spot.. Not much of a choice either way.. Investing in a safe place to sleep seems paramount atm.

"Bandersnatch" McTwilliger |

Bander high fives Tirion, You are Shifty Took and I am Shifty Snatch!

Robert "Bo" Hardin |

"Shifty indeed. Well lets get some rest so we can surprise Williamson in the morn."

Tirion Took |

"I believe we have a rather interesting report for you -- sometimes entertaining, and often quite harrowing as well! In addition, we need more supplies: you wouldn't happen to have more steel rounds for these revolvers, perhaps?"
Tirion will tell their story, from arrival at the top of the stairs to the near-death experience with Magic Missile-happy ratfolk. He'll produce some of the vile pages from the secret compartment in the alter:
"This is the sort of folk we're dealing with -- makes those inbred ogres we dealt with look like models of family values! Do you have any more of those wonderful grenades?"
Tirion could use two dozen revolver cartridges: how much does that cost?

Robert "Bo" Hardin |

Bo checks his stores and decides he has enough for now and gives his freedies to tirion.. He will however take the grenades.. "Indeed. Nasty den of folks we've came upon. Will be returning asap after some quick purchases.."

Tirion Took |

Tirion will use the party pool of gold to buy 2 scrolls of Teleport for 2,250gp, plus another 2 scrolls of Dimension Door for 700 each (giving him 3 total), and a scroll of Clairvoyance for 375gp. (4,025gp total)
from his own remaining funds, he'll buy a wand of the Message cantrip for 375gp and a scroll with 3 x Eagle's Splendor on it for 450gp...

Tirion Took |

cheaper than our lives, though...
Once the others are done shopping, Tirion will use one casting of Eagle's Splendor from his new scroll, then attempt to cast Teleport -- he's target the space behind the altar (since they tried bedding down there, it should be "studied carefully) :
Tirion's UMD check to emulate casting stat: 1d20 + 27 + 2 ⇒ (16) + 27 + 2 = 45
Tirion's UMD check to cast spell: 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36
Teleport check: 1d100 ⇒ 100 AWESOME!!
We all take
Teleport mishap damage: 1d10 ⇒ 6 not too bad
2nd Teleport check: 1d20 + 80 ⇒ (4) + 80 = 84
But then arrive on target behind the altar we departed from...
"Not as easy as it looks! My apologies, gentlemen..."

"Bandersnatch" McTwilliger |

does everyone take that damage or just one person?

"Bandersnatch" McTwilliger |

init 1d20 + 7 ⇒ (18) + 7 = 25

"Bandersnatch" McTwilliger |

Not sure that Bander would have done much...he will put a shield on himself

Draingore the Wretched |

Mutagen (Su)
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Greater Mutagen
Benefit: The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists.
Feral Mutagen
Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
str 18 (22)+2 enhancement
dex 20 (26) +1 level 8, +2 race, +2 enhancement
con 16 (20)+2 enhancement
int 23 +2 level 4, +2 race, +4 enhancement
wis 10
chr 5 -2 race
2x Feral Claws +19 1d6+7 x2 and Bite +18 1d8+6 x2
AC/FF/T 26/21/16 (Armor +7, Dex +8(6), Insight +1, +2 Nat Armor)
Psychokinetic Tincture
Benefit(s) Once per day, the alchemist can concoct a foul-tasting tincture that harnesses the power of the spirit. By drinking this tincture as a standard action, the alchemist can invite the latent spirits in the area to surround him. The alchemist can channel one spirit for every 4 alchemist levels he possesses. Each spirit channeled this way grants the alchemist a +1 deflection bonus to AC as the spirits whirl around his body. As a standard action, the alchemist can launch one of these spirits toward a target as a ranged touch attack. Launching a spirit this way reduces this discovery's deflection bonus to AC by 1. As a launched spirit passes through its target's body, it emits a terrible wail heard only in the target's mind, causing the target to become frightened for 1 round per alchemist level (Will negates). This is a mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by this discovery again for 24 hours. The spirits whirl around the alchemist's body for 10 minutes per alchemist level, or until the alchemist has launched all of the spirits.
AC/FF/T 29/24/19 (Armor +7, Dex +8(6), Insight +1, + 3 deflection,+2 nat armor)
Infusion: Shield
AC/FF/T 33/28/19 (Armor +7, Dex +8(6), Insight +1, + 3 deflection,+2 nat armor, +4 shield)
Infusion Monstrous Physique II
Four-Armed Gargoyle
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
str 18 (26)+2 enhancement
dex 20 (24) +1 level 8, +2 race, +2 enhancement
con 16 (20)+2 enhancement
int 23 +2 level 4, +2 race, +4 enhancement
wis 10
chr 5 -2 race
AC/FF/T 36/30/18 (Armor +7, Dex +7(6), Insight +1, + 3 deflection,+6 nat armor, +4 shield, -1 large)
bite +18 (1d8+9), 4 claws +19 (1d6+9/19–20), gore +18 (1d4+9)
Infusion: Haste
AC/FF/T 37/30/19 (Armor +7, Dex +7(6), Insight +1, + 3 deflection,+6 nat armor, +4 shield, -1 large, +1 dodge)
bite +19 (1d8+9), 5 claws +20 (1d6+9/19–20), gore +19 (1d4+9)
init: 1d20 + 11 ⇒ (19) + 11 = 30

Draingore the Wretched |

how about i just quit, i'm sick of putting the rest of the players in tpk territory, And I just don't know what will make you happy especially since my damage is not out of line from what the others can do.
It's no longer fun for me. thanks

Tirion Took |

Tirion's Initiative roll: 1d20 + 8 ⇒ (5) + 8 = 13
Tirion will apply the <Lookout> feat, so he can take a move action in addition to his surprise round action. (I assume teleporting in gives us a surprise round...)
and what-the-heck he'll also apply his <Snapshot> Talent...

Januarius ibn Fahlad |

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Uh...what the Hells am I doing here? And why are there stone giants?
You see a well-armored man dressed in mithral plate armor over some well-worn leather backing. He's got a nasty looking shield covered with spikes and dented by musket fire in his right hand and a vicious looking kukri in his left. He has dark brown hair, the weathered tan skin of a man who spends an awful lot of time in the Mana Wastes' harsh sun and jet-black eyes. Laugh lines appear around his eyes, but you do see the emblem of the Shieldmarshals molded into his left pauldron.
Oh no. The contingency spell. That damn wizard!

Robert "Bo" Hardin |

Before teleporting back Bo would have prebuffed a bit..
Casting Extended See Invis and Extended Divine Favor.. He also uses a Herosim scroll..
"Well met Shieldmarshal! Welcome to Hell!!" says a man also dressed n shiny fullplate and sporting a heavy shield. He however carries an exqisite handgun equiped with a strange device on the end..
Init: 1d20 + 10 ⇒ (13) + 10 = 23
"Well lets get to it!"
Is there still Fog? Whats the circles on the map?

"Bandersnatch" McTwilliger |

As they arrive Bander would look at the shield marshal
You are not Drainy...who are you again?

Januarius ibn Fahlad |

Marshal ibn Fahlad, Seventh District. I was traveling through Magnimar tracking a gunrunner when I got brought here! I'm going to get Zillar when I get back home!
He pronounces his name in the Keleshite fashion, Fa-ha-lod, instead of Fah-lad like a Taldan.
Why are there giants, and can I kill them?

YaaP |

Yap would use his 1/day shield spell and buff the group with Blessing of Fervor.. He also establishes a life link with the 2 halflings.. Also uses his mage armor wand..
Init: 1d20 + 8 ⇒ (2) + 8 = 10
AC 29 currently
8 rounds remaining
UMD: 1d20 + 13 ⇒ (2) + 13 = 15
UMD: 1d20 + 13 ⇒ (9) + 13 = 22 got it..

Robert "Bo" Hardin |

Bo fires his silenced weapon at the southern giant, choosing the haste portion of BoF.. Burning a Grit as well.. Swift action for Bane..
Attack 1: 1d20 + 16 ⇒ (12) + 16 = 28 fireing steel.
Attack 2: 1d20 + 16 ⇒ (12) + 16 = 28
Attack 3: 1d20 + 11 ⇒ (5) + 11 = 16
Attack Extra: 1d20 + 16 ⇒ (6) + 16 = 22
Dam 1: 1d8 + 19 + 2d6 ⇒ (6) + 19 + (1, 6) = 32
Dam 2: 1d8 + 19 + 2d6 ⇒ (8) + 19 + (2, 2) = 31
Dam 3: 1d8 + 19 + 2d6 ⇒ (4) + 19 + (1, 3) = 27
Dam Extra: 1d8 + 19 + 2d6 ⇒ (3) + 19 + (4, 3) = 29

"Bandersnatch" McTwilliger |

Bander takes the movement, turns invisible and moves up and attacks the close giant, and is set for a flank
Snicker/PS: 1d20 + 22 + 2 - 3 + 2 ⇒ (3) + 22 + 2 - 3 + 2 = 26vs FF for 1d4 + 2 + 1 + 6 + 6d6 ⇒ (4) + 2 + 1 + 6 + (1, 1, 6, 3, 2, 3) = 29

drbuzzard |

Bo hits 3 out of 4 shots.
Bander then moves in and drops him.
Oddly enough this is about the first combat you have endured without your ears ringing.
The other giant starts yelling something in giant
perception to find square 1d20 ⇒ 14 sufficient
to hit: 2d20 ⇒ (6, 1) = 7 miss, miss
don't have to worry about miss chance.
Rest of the part is up.

Januarius ibn Fahlad |

Januarius will circle around the giant to get into flanking position and attack with his shield.
Well that's torn it, now everyone's going to know we're here. This is why I go after ordinary criminals, not giants!
Attack (Heavy Shield, Flanking, Power Attack, Dazing Assault, vs. Giants): 1d20 + 18 ⇒ (17) + 18 = 35
Damage (Heavy Shield, Flanking, Power Attack, Dazing Assault, vs. Giants): 2d6 + 22 ⇒ (1, 5) + 22 = 28 DC 21 Fortitude Save or Dazed
He hits hard with his shield on the back of the giant's leg, aiming for an exposed nerve near the knee.
And I hate the damn giants!

Robert "Bo" Hardin |

Bo uses a swift to load a round via Bandolier and fires 3 times at the dazed giant.. Burning a grit. +2 hit from BoF..
Attack: 1d20 + 16 ⇒ (6) + 16 = 22
Attack: 1d20 + 16 ⇒ (5) + 16 = 21
Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Dam 1: 1d8 + 17 ⇒ (2) + 17 = 19
Dam 1: 1d8 + 17 ⇒ (4) + 17 = 21
Dam 1: 1d8 + 17 ⇒ (7) + 17 = 24
For some reason I thought we had made reloading a swift action with rapid reload.. I cant find it in the Info changes though so its a move action?

drbuzzard |

Bo tags the giant three times, but does not drop him.
Considering you are reloading a a peacemaker type revolver, not a swing out revolver, it really should start at full round and get to move with rapid reload. I have one of these at home and with practice, I think I managed to reload it in 12 seconds at best.

Tirion Took |

Tirion will pop a ki to engage Vanishing Trick -- with Invisible Blade included -- and move to a position that provides a modicum of cover; then he'll drill a round into the remaining target (with -4 due to its prone-osity):
primary attack with silenced +1 Revolver: 1d20 + 16 + 2 + 1 - 4 ⇒ (20) + 16 + 2 + 1 - 4 = 35
for 7d6 + 9 + 1 ⇒ (2, 3, 1, 5, 3, 3, 3) + 9 + 1 = 30 points of damage ** and Bleed6 **
crit confirm check: 1d20 + 16 + 2 + 1 - 4 ⇒ (15) + 16 + 2 + 1 - 4 = 30
if AC 30 actually confirms, then another 1d6 + 9 + 1 ⇒ (1) + 9 + 1 = 11 points of crit damage
and nobody can see the smile on Tirion's face as he remains invisible via Invisible Blade after firing...
a loud whisper out of nowhere: "Thanks for showing me how to use Vanishing Trick correctly, 'Snatch!"