| Ixotl |
-9 hp. Sorry, Ix!
It's all good. I haven't had a character die on the first session in a while. It's been years, actually. What is most unfortunate is that the pirates saw through Ixotl's local disguise and ambushed him so successfully. They used his own tricks against him. Definitely puts a blemish on the rugged huntsman vibe I've been trying to cultivate.
| Kirth Gersen |
It's all good. I haven't had a character die on the first session in a while. It's been years, actually.
Not quite dead -- he has 2 rds left, assuming he doesn't get healing, roll to stabilize, or spend his hero point to auto-stabilize.
What is most unfortunate is that the pirates saw through Ixotl's local disguise and ambushed him so successfully. They used his own tricks against him. Definitely puts a blemish on the rugged huntsman vibe I've been trying to cultivate.
In this case, it's his choice of company that does him in -- these guys don't care about collateral damage. Since Ixotl was leading the rest of the party, he naturally ended up being hit first while passing the leader, allowing the others to throw their alchemist's fire. The couatl costume wasn't meant as a specific dig at Ixotl (although it certainly would seem that way, that's coincidental); it's an emblem of Good (celestials) triumphing over Evil (the Wormgod) that's common to the region, and a costume that always appears in the Wormfall Festival parade, helping the hit team blend in.
Disclaimer: Later in the campaign, there are bad guys who are that smart, but you haven't met them yet, and they won't show up for quite a while.
| Ixotl |
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I've got no complaints! Ixotl is accustomed to using the exact same ambush method - blending in with a disguise and striking with deadly force to overwhelm your opponents before they can recover. It just goes to show the caliber of their enemies. If anything, this will provide Ixotl a strong incentive to team up instead of pursuing his investigation alone. Also, he will definitely read too much into their choice of costume, however coincidental it may have been. So, it works on multiple levels. Good DM hook!
| Jym Withawye |
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"Eep!" Thinking quickly...
Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Thinking the opposite of quickly, Jym draws forth Banjo, his fiddle, and plays a frenetic, repetitive tune that doesn't repeat in odd places, in the hopes that it will draw the carnies' attention.
"Before you kill us,
At least before you try,
Hold your attack to tell me why!
Take this time to gloat,
And if I may pry,
Tell me who it is who wants us to die!"
Spending 4 rounds of bardic inspiration to cast suggestion on each attacker, trying to get them to reveal who sent them to attack us and the reason. My real intent for casting the spell is to buy us a round free of attacks, and I'm hoping the reasonableness of getting thugs to bluster and then attack us will give the spell's DC a boost, as per the spell description.
| Kirth Gersen |
Elebrin initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Surprise round over.
Round 1:
21 Stilt-walkers
17 Uro
9 Stilt-walker leader
9 Elebrin
7 Jym
While Jym is pulling his banjo, the stilt-walker who attempted to firebomb him stilt-walks up and swings one of the stilts, which has a blade at the bottom: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
Uro's and Elebrin's do likewise:
vs. Uro: 1d20 + 2 ⇒ (1) + 2 = 31d4 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
vs. Elebrin: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8
Elebrin possible crit: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 1 ⇒ (4) + 1 = 5
Uro's attacker doesn't even come close, but Elebrin takes a deep cut and faints to the ground, joining Ixotl. 4 fire damage + 13 from dagger = 17; she's at -3 hp.
| Kirth Gersen |
Jym, having taken 8 more damage, is still rarin' to go.
Stilt-walkers' saves: 1d20 + 7 ⇒ (12) + 7 = 191d20 - 1 ⇒ (15) - 1 = 141d20 - 1 ⇒ (11) - 1 = 101d20 - 1 ⇒ (12) - 1 = 11
All three of the followers point at the couatl-feathered leader and say, "Ask her! We don't know the details; we just collect the coin!" and other equally unhelpful things. Luckily, their talking will occupy their actions during Round 2.
The leader is unfazed, assuming she's still alive after Uro's turn during round 1.
| Jym Withawye |
Not debating, but I am confused. How did that stilt walker hit Jym when his attack was 15, and Jym's flat-footed AC is 17? What am I missing?
| Kirth Gersen |
Leaving threatened square Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16 vs. CMD 13 = Succeess!
Uro steps forward smartly, leaving his assailant struggling to recover, and swings his axe in an upward arc at the leader, hard. One would think that, for someone balancing on stilts, the blow would be inexorable, but somehow the splendidly-plumed acrobat sways out of the way, causing the blow to whistle through empty air.
| Jym Withawye |
I am confused about your total and touch AC, though -- +2 armor, +3 Dex, +1 dodge, +1 size, +4 insight -- where is the extra +1 to each coming from?
Erg, not sure. I'll fix it. Sorry.
| Uro Taraka |
Seeing the thin line of blood from the stilt blade, Uro quickly tires of playing nice. "Grrrrr FINE THEN!!" The orc lunges forward and swings wildly at the man, hit location be damned.
Rage!!
Power Attack Great Axe: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d8 + 1d6 + 11 ⇒ (6, 2) + (6) + 11 = 25
| Kirth Gersen |
In his fury, Uro nearly swings himself in a circle. All the blow accomplishes is to leave him slightly off-guard, although he recovers in time to receive the leader's attack:
stilt-blade: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 3 ⇒ (3) + 3 = 6
unarmed: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 4 ⇒ (1) + 4 = 5
Jym up, and Ix and Eleb can check to stabilize again (the former's breathing is shallow and irregular; he'll die if it fails).
| Jym Withawye |
Jym pulls out one of his potions of cure light wounds as he steps over to dying elf. The elf that started dying first. The really aggressive one. He hurriedly pours the potion into Ixotl's mouth.
Bring on that AoO. I am READY (to get injured).
clw: 1d8 + 1 ⇒ (4) + 1 = 5
"What's that? I can't hear you guys over these screaming people!" he hollers at the stilt-followers as he works.
Bluff: 1d20 + 9 ⇒ (13) + 9 = 22 <-- This is beyond stretching the action economy rules, I'm assuming. If so, can I spend Jym's last remaining hero point to make this bluff? I'm trying to get the alchemist fire wielders to think they haven't met the terms of Jym's suggestion.
| Kirth Gersen |
<-- This is beyond stretching the action economy rules, I'm assuming. If so, can I spend Jym's last remaining hero point to make this bluff? I'm trying to get the alchemist fire wielders to think they haven't met the terms of Jym's suggestion.
You can do that without needing a Bluff check, and keep the hero point besides, by just spending 3 more rounds of inspiration to maintain the suggestion on those guys. You can maintain inspiration each round as a swift action as long as you keep paying the cost; this round, that leaves you with a move action (to head over to Ixotl) and a standard action (to administer the potion). You can draw the potion as part of your move action, like drawing a weapon.
Breaking the action economy is the Kirthfinder bard's schtick!
Inspiration (Su): You are trained to use music (for minstrels) or poetry/oratory (Linguistics skill, for skalds) to magically inspire those around you, including yourself if desired. You can use this ability for a number of rounds per day equal to 4 + your Charisma modifier (for minstrels) or Intelligence modifier (for skalds). For each class level after the 1st you can use bardic inspiration for 2 additional rounds per day.
To conduct a bardic inspiration, choose any bard spell you know (of maximum level equal to your college bonus) that affects one or more creatures. You can use Heighten Spell or other metamagic on a lower-level spell, as long as the final spell level is less than or equal to your college bonus. When you use the inspiration, the effects of that spell occur as a supernatural ability, with a save DC equal to 10 + half your class level + your Charisma modifier, and lasting as long as you pay the cost to maintain the inspiration. This does not use up any spell slots.
Inspirations affecting an area always use your square as their point of origin. If the effects are beneficial and apply to multiple targets (or an area), your enemies are excluded from the effects; if the effects are harmful and apply to multiple targets (or an area), you and your allies are excluded. If the spell normally affects only a single target, you can affect multiple creatures by multiplying the inspiration cost in rounds by the total number of targets. Spells with a range of “personal” cannot be modified to affect multiple creatures. Instantaneous effects are applied each round at the end of your turn.
Starting an inspiration requires a standard action at 1st level, but becomes quicker as the bard gains levels (see below). Once started, bardic inspiration can be maintained each round using the bardic performance ability (see above) as a swift action. Changing an inspiration from one effect to another requires you to stop the previous effect and start a new one. A bardic inspiration cannot be disrupted except by another bard using the countersong ability (Chapter 4, under “Perform”). It ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a bardic performance action to maintain it each round.
| Jym Withawye |
I already knew all of that, I was just overthinking the rules of the suggestion spell and trying to save three rounds of inspiration at the same time. It's the "activity must sound reasonable" part of the spell that I was overthinking. But it never occurred to me that the bluff would be reasonable content for the suggestion. I'd still rather lose three inspiration rounds than a hero point, so let's go with your version. Thanks!
| Kirth Gersen |
As written in the Core Rulebook, yes, you might need to reply on a Bluff check to make the action sound reasonable. However:
Suggestion: Command (2nd level) + Variable Spell (choose command at time of casting; +1 level) + Delay Spell (+1 level) + Language-Dependent Spell (-1 level) = 3rd level; victim compelled to perform some action for 1 rd., chosen at the time of casting; you can cause a time delay or set an activating condition.
In your case, we're also adding Restricted Spell (bard bonus spell list; -1 level) to bring the spell level to 2nd -- but the take-away point is that, built from the base spell, there's no actual requirement now that the action you suggest be reasonable.
| Kirth Gersen |
The stilt leader gal, overconfident at her success, fails to slip that blow and the axe bites deeply.
Acrobatics: 1d20 + 14 - 3 ⇒ (19) + 14 - 3 = 30
Somehow she manages to stay up on the stilts, although her blood is now trickling down one of them in a rivulet, dripping on the street.
As Jym tends to the wood elf, she focuses on Uro, somewhat unsteadily. Having almost lost her footing, she opts for a quick rabbit punch as he recovers from his mighty blow:
unarmed: 1d20 + 10 - 3 ⇒ (5) + 10 - 3 = 121d6 + 4 - 3 ⇒ (1) + 4 - 3 = 2
DC 15 Will if hits
| Jym Withawye |
21 Stilt-walkers
17 Uro
9 Stilt-walker leader
9 Elebrin
7 Jym
Time for Elebrin to try to stabilize, I think. What is Elebrin's hp total at? How bad off she is will determine Jym's action.
| Jym Withawye |
"What? Sorry, I'm a little distracted!" Jym hollers at the stilt followers.
(Maintaining the suggestion for another round.)
Jym, uncharacteristically competently, uses one hand to uncoil the whip he keeps hooked on a loop on his belt and whips it around one of the stilt leader's stilts.
CMB: 1d20 - 1 ⇒ (17) - 1 = 16 (Could flanking apply to CMB rolls, here? If so, Uro would need to spend an immediate action to grant Jym a +2 to this maneuver. If successful, the target's condition is entangled.)
Whether or not Jym's whip wrapped around a stilt actually impedes the stilt-walker, Jym is waiting for Uro to swing again. The minstrel will yank the whip with all of his diminutive might to try and unbalance Uro's target.
(Spending an immediate action to provide a +2 flanking bonus to Uro.)
| Jym Withawye |
Only if it works!
| Kirth Gersen |
Jym's whippery wouldn't normally be quite adept enough to snare such a highly-trained acrobat, but in this case her injuries (and Uro's help) prevent her from dodging the lash. Already reeling from that last blow and now tangled in Jym's whip as well, the stilt-walker leader is an easy target for the big orc's axe, and it splits her like a piñata.
The three followers, gibbering aimlessly in response to Jym's magic, stare agog at the carnage. They unfasten their baldrics and drop them to the ground, along with everything they're holding, and raise their hands high above their heads while they continue to babble.
| Jym Withawye |
Jym picks up his hat before the giant stone doorway slams down on it and places it on his head before ending his inspiration.
"If you don't know why you attacked us, then tell us what you know of her. Quickly." Jym calmly re-coils his rope as he talks, but glares at the surrendered men.
Diplo. (Intimidate): 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
And here's a Streetwise check to see if Jym knows anything about any of the attackers: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Then he'll pour a potion into Elebrin's mouth.
clw: 1d8 + 1 ⇒ (4) + 1 = 5
| Kirth Gersen |
Pulling off the leader's feathered mask, Jym immediately recognizes her as Diamondback, once a celebrated acrobat, fired for beating several co-workers comatose after an altercation, and blackballed when rumors of criminal activities surfaced.
Thug Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8
The three other stilt-walkers eagerly explain that they are failed performers who now do part-time thug work for Diamondback. According to them, she received a message by carrier pigeon and immediately rounded them up to stake out Vanderboren Manor, saying there was money in it for them.
| Jym Withawye |
"Where is the pigeon, now?"
| Jym Withawye |
So, the potion should bring Elebrin to 1 or 0 hp, and then she can take a breather to gain a few hit points, so she should be up and about. Jym is fine with waiting for the authorities to come and arrest the bad guys, but if Uro or Elebrin don't think that's a good idea, he'll go along with it. Let me know, guys.
Jym asks Elebrin to gather anything interesting from the stilt leader's belongings, and he and Uro pick up the stilt surrenderers' kits and weapons. After the authorities arrive, which works out exactly as Jym is assuming it will, Uro picks up Ixotl, and they head to the mansion.
| Kirth Gersen |
Followers (Each): Padded armor, 4 daggers, 1 flask alchemist's fire.
Leader: Jade serpent earrings worth 500 gp, note from carrier pigeon including brief description of Jym, Uro, Elebren, and Gwl, and instructions, written in a shaky hand:
Stake out Vanderboren Manor, kill those listed and any companions if approach (300 gp each). If spot Vanthus V., capture him alive (1000 gp). Drev. will relieve you soon. --HJ.
| Jym Withawye |
"Do you fellows know who Drev or HJ are?"
| Kirth Gersen |
Saving players the need to page back through the thread:
Elebrin Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Uro Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Jym Perception: 1d20 - 1 ⇒ (2) - 1 = 1
Elebrin: "Wasn't crazy pirate captain lady's name Harley Javelin or something like that? And who was the guy she sent to kill Lady V?"
Uro: "Harliss Javell. And she mentioned a bo'sun named Drevoraz."
Jym: "I don't know where you people are getting all these names from. But I liked her boots!"
| Jym Withawye |
(She did have nice boots.)
| Kirth Gersen |
1d6 ⇒ 4
Jym's lack of memory is understandable; he realizes he's not thinking 100% clearly, and in horror he looks at his roadrunner wounds, which don't seem to be healed over as nicely as he would have liked. You have taken 4 Int damage since then, and need to roll another Fort save.
| Jym Withawye |
Fort save out of left field: 1d20 + 4 ⇒ (6) + 4 = 10
| Jym Withawye |
Uro and Elebrin: are you guys okay with Jym's plan to wait for the authorities to show up, or do you want to do something different?
| Jym Withawye |
Jym sees the wisdom in Uro's words, so they gather the earrings, the note, and the four bottles of alchemist's fire and head to Lady V's mansion.
Jym asks Elebrin if the earrings are magical.