| Ensis Spirius Corax |
Ensis winces, As much as I relish the chance to rescue a lady from mortal danger, there's a certain lack of romanticism in pulling her up out of a fouled cistern.... Despite his misgivings, he rushes to the noblewoman, transferring his blade to his left hand in order to lift her over his shoulder in one swift motion, ready to riposte if the fleshy blob true to strike at him. "Ben, Bertom, finish off the Hellspawn, I'll get Dee to safety... Seems I like her more than my boots..."
Move action to get to Dee, Standard to lift, will parry/riposte if there's an AoO for pulling her out of the filth.. That or I'll make an acrobatics roll (or similar) to try to avoid an AoO...
| GM Treppa |
I thought you'd need a Str check, but encumbrance and carry rules say you can lift up to your max load over your head, so assuming Dee.wt<175 lbs, you're fine. I'm going to assume that.
The shock of cold liquid stuns Dee's unconscious form into not breathing in the contaminated water while Ensis wades in to haul her up on his shoulder.
I assume you're moving to, say, X26 and dragging Dee up out of the water there. It's mindless, so wouldn't make a strike at her since she's not visible under the water (I'm informed there's no AoO on being dragged from a square anyway). Once Ensis is standing there with the unconscious Dee over his shoulder, though, it wades to the attack. It's swinging indiscriminately; I'm rolling targets assuming 50-50 exposure to its attacks, alpha order as usual. 1=Dee, 2=Ensis.
The creature wades forward and continues its thrashing at the nearest form - Dee/Ensis. Its flailing claw finds Dee's flesh yet again with a weirdly uncanny magnetism for the monk.
claw1 dmg: 1d4 ⇒ 4
tgt1: 1d2 ⇒ 2
claw2 atk: 1d20 + 2 ⇒ (20) + 2 = 22
claw2 dmg: 1d4 ⇒ 3
tgt2: 1d2 ⇒ 1 Crit confirmation: claw2 atk: 1d20 + 2 ⇒ (18) + 2 = 20
claw2 dmg: 1d4 ⇒ 4
7 more pts of damage for Dee, who is now at -8 and bleeding. DC 18 Con check to stabilize.
Everyone is up again. Map! Order: Ben, Bertom, Dee, Rexus, Ensis
| Valexia Aulamaxa |
I assume I am someone despite not being on the initiative order.
Heal: 1d20 ⇒ 1
Valexia rushes over to Y25 to try and help with getting Dee stabilized, but realizes that despite knowing a little mend spell, she knows very little about keeping people from bleeding. "Does anyone have a potion for curing wounds left? Here, Ensis, hand her over and I'll drag her somewhere safe while you do that violence thing you are so good at."
| Benjamin D'Blaxtar |
Not sure this is actually a good idea, but here goes! ;)
Ben, despite his success so far with his crossbow, upon seeing Dee knocked into the foul soup, essentially loses his cool demeanor. He drops his crossbow, which hangs forgotten by his carry strap, his eyes widen, and his green-tinged skin turns a shade darker.
"DEE!!" Ben howls, rushing around Bertom, then Charges at the creature, bellowing "BEN SMASH!!!" at the top of his very-powerful lungs.
From the map, Ben moves up 2 squares, (To Z30) then uses the Charge action from there, (Straight diagonal to the creature)(I think that is all legal?) if all my rules-fu & stats are correct,...
Charge-melee attack w/Club (Cane):
1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (4) + 2 = 6
IF creature counts as flanked by Ensis, add another +2 to ATT. If it being in water counts as lower ground? add another +2(?) Total to hit max is 14. Seems my electronic dice only like me when I use the crossbow. ;P
| GM Treppa |
Charging, however, carries tight restrictions on how you can move.
[...] You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge.
So since it's a full-round action, charge requires that the path from your starting space that turn to the opponent be clear of allies, obstructions, and difficult terrain. The straight line from Ben to Thing 1 passes almost entirely through, yeah, allies and difficult terrain! So the charge action is unavailable, but the move/ATTACK! is certainly viable. You can get to X28 in a single move and then clobber time.
TL;DR spoiler: You can move to X28 and attack, but can't charge because obstructions.
| Bertom |
"Dee NO! Bertom cries out, though his worry quickly turns to rage as he rushes forward and leaps at the thing from the edge of the pool, driving his werewolf slayer as hard as he can into the blob creatures face "I warned you not to touch her!!"
Flying dagger death: 1d20 + 3 ⇒ (20) + 3 = 23
Crit confirm: 1d20 + 3 ⇒ (15) + 3 = 18
Silver Dagger Damage: 1d4 ⇒ 4
Crit damage: 1d4 ⇒ 1
Move to x27 and stabby stab
| GM Treppa |
Ben rushes in for the attack, but, though his cane connects, fails to harm the tough creature.
Bertom has more luck with his silver wolfsticker, tagging the blob with a terrible thrust.
Valexia and Rexus get to Ensis in an effort to take Dee from him so he is clear to fight the thing.
Ensis is free to act; handing Dee off will be a swift since it’s essentially dropping her on Val and Rex.
Ben: nice try - very theatrical! If in doubt, give it a shot. I like to use the Rule of Cool if there’s any ambiguity in the rules or if the situation isn’t covered. Unfortunately, charge is VERY clear, sorry!
Note that the lemure used its AoO on Dee last turn, but has not used one since it attacked Ensis and Dee. Just sayin’.
| Ensis Spirius Corax |
Given that I had a blade in hand, would I be providing flanking for Bertom (giving him his sneak attack damage)?
| Ensis Spirius Corax |
Ok, no problem. Was just hoping for some extra silver damage.
| Ensis Spirius Corax |
Ensis keeps his blade up, carefully leaning back to allow Rexus and Valexia to take Dee from him while preparing to parry the beast's claws, "Take her and keep her well. It seems the work of a dashing rake is never quite done."
If passing Dee is a swift, want to make sure I parry any attempted AoO before using my standard to attack -- it'd be rather icky if we were to get Dee killed when handing her off to the person with a healing potion.
| GM Treppa |
In reviewing combat actions and AoO's, I'm going to say this does not provoke. Basically, you're allowing others to take action on something (one) you're carrying. You are not distracted or actively participating in much more than a "drop" sense, and drop does not provoke. Being dragged away does not provoke either (odd in concept, but it would upset mechanics badly if it did), so Dee is not eligible for an AoO while being moved away. No AoO in this case on either Ensis or Dee. The only reason it hit Dee before was because it was out and out attacking, and you were both in the square - it really didn't distinguish between you. So no AoO, Dee can be removed without distracting Ensis, and Ensis has a move and standard remaining.
| Ensis Spirius Corax |
Ok, wasn't sure if I'd be riposting an AoO or doing a full handoff and attack.
Ensis smiles as he hands Dee to his waiting companions and without the beast striking, "Say, ugly, have you met my sword?", he asks as he darts to the left and brings the blade up into the creature's chest, wincing as the thing's weird flesh resists the sharpness of his steel blade...
Longsword: 1d20 + 5 ⇒ (19) + 5 = 24 Threat!
Longsword (Confirm): 1d20 + 5 ⇒ (3) + 5 = 8 Boo! Stupid dieroller!
Longsword: 1d8 + 3 ⇒ (1) + 3 = 4
| GM Treppa |
Ensis can tell, as can everyone watching, that his strike was true, but the creature shrugs off the stab as if it were nothing.
The proto-devil finds itself in a target-rich environment and swings away gleefully with its blobby paws.
1,2,3 = Ben, Bertom, Ensis.
tgt: 1d3 ⇒ 1 Ben
claw1 atk: 1d20 + 2 ⇒ (18) + 2 = 20
claw1 dmg: 1d4 ⇒ 4
tgt: 1d3 ⇒ 1 Ben
claw2 atk: 1d20 + 2 ⇒ (5) + 2 = 7
claw2 dmg: 1d4 ⇒ 2
claw1 atk: 1d20 + 2 ⇒ (9) + 2 = 11 Crit confirmation
claw1 dmg: 1d4 ⇒ 3
Despite Ensis' most recent attack and Bertom's definitive damage, Big Ugly objects strongly to Ben's presence, clouting him with a nasty blow. As if in mockery, its face changes to resemble Ben's, even taking on a greenish tinge.
The 20 autohits, I'm sure 11 doesn't confirm. Still 4 pts damage - max. Ow.
Round 5ish:Ben, Bertie, Dee, Rexus, Ensis, Valexia. Same map.
| Benjamin D'Blaxtar |
"OWW!"
Yeah, poor squishy Alchemist can't take too many like that. ;P That's what he gets for thinking he's invulnerable Cuz he drank something from his chemistry set! ;)
"I'm gonna pound you into pulp! THEN I'm gonna reconstitute your remains, so I can pound you again!" Ben bellows as he takes another mighty swing with his cane that looks too small in his mutagen-enhanced grip,...
Batter up! Cane att:(w/flanking):
1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (6) + 2 = 8
EDIT- If needed, he will take a 5' step North to W28 to make sure he gets the flank bonus. He's angry, not stupid. :)
| Bertom |
If Ben moved to flank with Ensis I think that means Bert has no flanking partner, but if possible will 5' step to flank.
Bertom tries to quickly finish off the blob monster so they can make sure Dee is safe, though maybe he's rushing too much, his strikes aren't as carefully placed as they ought to be. "We need to finish this and get out of this mess..."
Shiny wolf sticker: 1d20 + 1 ⇒ (7) + 1 = 8
Rapier Poke: 1d20 + 1 ⇒ (8) + 1 = 9
Damage Dagger: 1d4 ⇒ 4
Damage Rapier: 1d6 ⇒ 3
| GM Treppa |
OK, flanking: In the current map, nobody is flanking the lemure. You can provide a flank for more than one ally if the opponent is large. But for a medium opponent, the line between centers only passes through opposite sides if you're on opposite sides. You can also provide a flanking bonus for more than one opponent, but in this case, you're stuck having to be on opposite sides. So yeah, if Ben flanks with Ensis, he doesn't provide a flanking and sneak attack bonus from the rogue with the silver weapon.
If Ensis or Ben move to flank with Bertom this turn, they will draw an AoO. Normally, you can move 5' to get in position without drawing an AoO, so Rags' thinking that he and Ensis could move to flanking positions without getting attacked would be correct if this were not difficult terrain: Ensis steps to W26, while Ben steps to W28 - no AoO there, and Ben/Ensis both get the flanking attack bonus. Next turn, either could take another step to V26/28, allowing Bertom to take a 5' to either diagonal and have a flank on the thing.
But since this is difficult terrain, there is no 5-foot step. Any movement around the lemure provokes. But for people who are uninjured, one hit from the lemure isn't that dangerous. Ensis could, for example, move 20' to V25 to give Ben a flank, drawing the lemure's AoO for the round. Then Ben could move to W28 after his attack, leaving W28 free for Bertom to move into to flank with Ensis. Since Ensis drew the lemure's attack, Ben and Bertom are safe from it.
♪ It's the flanking dance. ♫ Much easier to explain at a table with minis. If you guys want to plan for this kind of thing, just hold your action until your flanker moves into position and yell your thinking in-character. You can speak briefly freely, so can make rudimentary combat plans even in the heat of action. You can also assume your character understands the benefits of flanking and the risk of moving around a dangerous opponent, unless your WIS or INT are crazy low.
| Ensis Spirius Corax |
Feather Step is your friend...
| GM Treppa |
Also a nice benefit for Cayden's clergy: Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
| Ensis Spirius Corax |
Ensis says, "I'll get behind it to distract the beast... But someone us buying me new boots...", then leaps into the air, tucking into a ball as he arcs over the lemure, twisting to land on his feet across from Bertom. He smiles, "Sometimes I even impress myself," then drives his longsword into the fiend.
Acrobatics (Derring-do): 1d20 + 5 + 1d6 + 1d6 ⇒ (10) + 5 + (6) + (4) = 25
Longsword: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for 1d8 + 3 ⇒ (8) + 3 = 11
| GM Treppa |
Ben bashes the brute while Bertom, distraught by Dee's downfall, doesn't do damage.
Ensis goes airborne, astonishing his adversary, whose accuracy is afflicted. Ensis finishes off the lemure with a mean longsword stab.
While the martial types put an end to the combat, Val and Rexus wrestle Dee's inert form to the floor near the fountain. Rexus coaxes a potion down her throat.
All is quiet once the malformed devil slumps into the polluted cistern.
Combat ends. Dee recovers 7 hp from the potion of cure light wounds.
Ben hits even without flanking.
AoO vs Ensis: Miss
claw1 atk: 1d20 + 2 ⇒ (10) + 2 = 12
claw1 dmg: 1d4 ⇒ 4
Potion of Cure Light:
restored hp: 1d8 ⇒ 7
| Valexia Aulamaxa |
"About your boots, Ensis, I am very well practiced in making things clean like new! That's the whole point of magic, you know," says Valexia, matter-of-factly, as she assists Rexus with the dumping of magical goo into Deanna's throat.
"Though we may wish to invest in some sort of magical armour for Dee. She's been through a lot today," says Valexia with some concern.
| Benjamin D'Blaxtar |
"Hm. I need to invest more time to figure out how to share my extracts. I have a couple that might be able to help her with that." Ben rumbles thoughtfully. As the conversation takes a turn that catches his interest, his previous rage fades like the morning dew.
Presuming that for some reason the creatures did not fade away once killed? otherwise the following post will need to be re-written. ;P
Once assured that Dee is going to be alright, Ben moves over to the corpse that isn't lying in the fetid water and begins to examine it. He pulls out a couple of vials and almost gently collects various samples from the misshapen horror. Both samples of torn flesh and blood of the creature are shoved into vials and sealed tight. He can be heard muttering as he works.
"Resistance to both physical blows and energy, this is a rare opportunity. If I can isolate even ONE of those elements,..."
| Benjamin D'Blaxtar |
The creatures did not vanish when killed.
Which presents the next question,... O_o
Ben stops collecting samples and goes very still. His head turns as he looks at the remains of the larval horror before him.
"Um,... Val? Perhaps your magical interests might be more advanced than my own. I could be mistaken,... but aren't creatures from another plane of existence supposed to vanish back to their plane of origin once killed? Or is that only their so called 'spirit' and their body stays behind?"
K: Planes (untrained) 1d20 + 4 ⇒ (17) + 4 = 21
| Benjamin D'Blaxtar |
K:Arcana? Why didn't you say so?!? (Oh right, you just did.) ;P
"Well, if they were summoned they would have vanished. But I suppose these fleshy fellows wobbled on through a portal or something..." says Valexia.
K:Arcana 1d20 + 8 ⇒ (16) + 8 = 24
"Ah. Yes. Of course. Traveling the planes is not quite the same as summoning between planes is it? Or so I've been told."
Ben looks around, partially inquisitive, partially nervous.
"I do hope that whatever means they used to travel here is well and truly closed."
| Benjamin D'Blaxtar |
"She's not waking up," Rexus frowns, patting Dee's cheek. "Does anyone have another potion?"
"What? Oh my yes, of course!" Ben hastens to stuff the vials with the creatures remains into his shoulder bag with one hand, while he removes a much more pleasant looking vial from his jacket pocket with his other.
"Here you are. Fresh made last night. I added a bit of cocoa and essence of peppermint to aid restorative properties." Ben rambles on as he kneels down next to Dee and expertly administers the vial to the dozing damsel.
Heal (Cure Light) potion:
1d8 ⇒ 1
Are you friggin kiddin me?!? :(
| Ensis Spirius Corax |
Ensis says, "Well, I'll certainly take magically cleaned boots over this disgusting mess."
He nods at Rexus' request, "I do, indeed.". He starts digging it out, then stops as Been produces his.. then frowns, "Dee's wounds seem to be resisting the magic... Is it something about the foulness of the beast's claws?"
| Valexia Aulamaxa |
Valexia uses her favourite spell for her favourite use for it, cleaning off poor filthy Ensis. "I may not have enough magical energy to mend wounds anymore, but at least I can make everyone's life a little less disgusting," she comments as she does so.
"Speaking of healing energy... I am out of anything that will mend any wounds at all," says Valexia, "What's our remaining stock situation looking like? I'm all for adventure, but it would quite ruin my day if any of you die. And I can't even imagine what it would do to your days if I died."
| Deanna Sarini-Marinaiox |
"By Besmara's Buoyant Bosom, what I am I covered in?" Dee groans starting to sit up then clutching her side and deciding that a quick lay down is preferable. "I take it my distraction worked..." She groans softly, recomposing herself.
"What were those things?" Wiping her face of the water and pulling her hair back. "They came from the pool, could it've been an ancient portal or summoning ring."
| Benjamin D'Blaxtar |
"What were they? Disgusting, primarily." Ben says, his face relaxing noticeably upon seeing Dee move and speak, even if barely.
"But potentially useful." He adds, patting his leather shoulder bag with a small smile.
He pulls out another vial and peer at it closely, tapping it and watching the reaction within. He puckers his mouth in a moue of thoughtfulness.
"Here. This should fix you up. It is my last one, so sip it slowly for maximum effectiveness." Ben says as he hands it to Dee.
Ben watches as Dee sips his concoction, concern still visibly etched on his face.
I'm not rolling it THIS time. The digital dice are back to hating me I think! ;P
"I hate to leave now, but I certainly don't want anyone else getting hurt either. How much more of this place to search can there be? It isn't THAT big. I'd love to at least find a clue as to where this 'stash' was hiding before we evacuate. Besides, once whomever is in charge realizes that we've taken care of their dogs, and fought off Fae and killed two demons, I doubt that we will want to try and re-enter the premises through the amount of security they will add for next time!"
"Not to mention, if they suspect we were here looking for something specific, they may start searching and find it before we do!"
Ben does not add that he would hate to have gone to all of this time and injuries for nothing. But the way he looks at everyone, including the wounded Dee lying down, says it very loudly all the same.
| Ensis Spirius Corax |
Ensis nods, "I have one potion left, after Ben's... And I think we should see this to the end. Surely the demons were some sort of guardians -- and we've defeated them."
| Bertom |
Bertom comes to join the others gathered around Dee's immobile form, he lets out a slow sigh in relief when she comes around again. He flops down on the ground sitting to rest for a moment. "Yeah... I guess it worked... but can we try to make sure your distractions don't end up with you face down in sludge?" He looks down at his clothes, then back towards Dee "You could have chosen a cleaner pond to take a dip in you know."
The young rogue looks up at the others as they discuss continuing on "We've got to make sure Dee's safe first. It'd be great if these were the last enemies we encounter, but is it worth the risk? I feel like we could have other chances to search for stashes, but we only have one Dee, and one of each of us. With no healing it's a big risk if someone else gets hurt."
| R. Victocora |
Rexus looks grim. "If it gets much worse, I fear my mother overestimated me greatly." He sighs and looks around. "If anybody - or anything - is nearby and meant to eat us, it would have joined in with the blob devils, don't you think? Maybe we can at least look around this room and see how much more there is of this unexpectedly large stable. Dee can sit here quietly and recover. Or sit here noisily. Whatever suits milady." He bows to Dee and picks up the lantern, holding it up to better light the room.
The room is quiet now that the creatures are dead.
| Valexia Aulamaxa |
"Well, if things get any worse, we can cut and run. Dee will need your potion, Ensis, so that she can run with the rest of us if we need to," decides Valexia, gesturing between the swordsman and the monk quickly.
"And no more risks, Dee! At least not today, not until I can mend your wounds myself. On occasion I like to go a little crazy, too! But staying in one piece, that's important too." She continues using prestidigitation while she speaks, here and there, to make sure her friends are tidy.
| Deanna Sarini-Marinaiox |
Ben's Elixir: 1d8 + 1 ⇒ (8) + 1 = 9
"It's not crazy, it's a calculated risk. Unfortunately as my tutors said, I'm terrible at mathematics." Dee stands up and looks around the room casually.
"But I'm fine." she adds a trifle unconvincingly, but from her stance it's obvious she's annoyed with herself for being such a drag. "We can check out here and maybe move on, as Rexus says there's no immediate threat."
Holding a hand upto Val, before she cleans Dee's clothes; "Since I'm already dirty, I could have a look in the pool. Especially now we've found out it's not that deep."
| Benjamin D'Blaxtar |
Well, I can aid in searching." Ben says, pulling out another vial.
"In hindsight I should have prepared an extract more suitable for fighting. But since we were supposed to be coming here to search for something,..." Ben holds up his vial and jiggles it. The fluid in the heavy crystal shimmers in the dim lantern light.
Ben swigs the small vials contents in one swift gulp.
"This extract enhances my own senses. It should last for about 20 minutes or so. Long enough to do a complete and thorough search of this chamber. Provided there are no other distractions of course." He adds wryly as his eyes momentarily shimmer with green light. Recovering his own lantern, Ben begins a step by step search of the chamber,...
Using Heightened Awareness (I really did prep for a search) lasts 20 minutes with my Trait. Using Take 20 to search chamber, with bonus my Per: is +7, for a total of 27.
| GM Treppa |
As Rexus said, all is quiet after the fall of the two devils. There’s no trace of the whispery pipe music. Rexus carries the lantern while the party explores. There’s nothing more in the circular plaza area, but opposite the entrance is a set of ruined doors. These lead to a run-down and crumbling area that once held several rooms.
These rooms have fallen mostly into disrepair. Chunks of plaster hang from the walls, exposing rough stonework beyond. Scattered furnishings that once outfitted bunkrooms, a kitchen, and even an armory lie scattered about in states of complete disrepair, and doors hang from hinges in the crumbling archways that lie between the chambers.
There’s a small nest in the northeast corner, much cleaner and tidier than the grimple pen, but nothing is in it and there’s no evidence of what created and used it.
The nest is built atop three crates. Two are wooden, but the third is a locked iron coffin that looks well-built enough to be watertight.
The first crate contains a set of leather armor, a shortbow, a hand crossbow, a morningstar, a cloak, and a pouch with pearls. The second is packed with straw. Carefully nestled within the straw are six tiny statues of ravens worked in silver. Down one side are two batons: one of ivory with gold chasings and an etching of 3 drops painted in red, and a simple wooden wand engraved with a design of cups and plates.
Cloak of Resistance +1 (currently Dee’s skirt)
+1 leather armor
Composite shortbow STR+1
Masterwork hand crossbow and bolts
Masterwork silver morningstar
Cloak of Elvenkind
Pouch of pearls (about a dozen)
Wand of cure light wounds (40 charges)
Wand of purify food and drink (26 charges)
Whatever is in the lockbox.
P: 6d20 ⇒ (12, 13, 9, 13, 10, 4) = 61 F: 6d20 ⇒ (5, 8, 20, 16, 8, 4) = 61 2d100 ⇒ (73, 67) = 140 1d50 ⇒ 26 1d25 ⇒ 15