GM Baerlie |
You find a way through narrow passages and broader tunnels, suddenly you begin to hear the faint sounds of combat and a familiar woman’s voice half-shouting and half-reciting, “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!” Janira Gavix is engaging the minotaur in combat on the surface after failing to lose the unrelenting creature in the wilderness.
You continue squeezing your bodies through keyholes until you see a cube of gelatine standing in your way. You have to get rid of it before you can continue to the eastern direction.
Init. Alexos: 1d20 + 4 ⇒ (3) + 4 = 7
Init. Sefu: 1d20 + 2 ⇒ (11) + 2 = 13
Init. Touchy: 1d20 + 5 ⇒ (18) + 5 = 23
Init. Viincent: 1d20 + 2 ⇒ (5) + 2 = 7
Init. Felicitas: 1d20 + 3 ⇒ (19) + 3 = 22
Init. Cube: 1d20 - 5 ⇒ (18) - 5 = 13
Round 1
Touchy
Felicitas
Sefu
Cube
Alexos
Viincent
Sefu Sekala |
What Knowledge check would one make to identify strengths and weaknesses of cubes of gelataine? I'll post a Knowledge (arcana) roll just in case.
Knowledge (arcana): 1d20 + 7 ⇒ (19) + 7 = 26
Hearing his leader's cries of battle and seeing the disgusting mass obstructing their passage, Sefu imbues his weapon with some of his arcane energies, charges forward, and slashes at it with his khopesh.
Attack: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Swift: Enchant khopesh.
Full: Charge cube (E, E, E, E, E) and attack with khopesh.
Touchy |
Well, Touchy has nothing that works on oozes!
He moves forward and attempts to slash at the ooze with his whip over Sefu's head!
Melee, bard, through soft cover: 1d20 + 3 + 1 - 4 ⇒ (13) + 3 + 1 - 4 = 13, for 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4 damage (Will do no damage if it has any armor bonus, or a natural armor bonus > 3)
Feli2 |
I guess there isn´t. BTW do you know In wich book the prestige prices for alternative rewards are listed. Like paying 2pp to be able to use Survival instead of a craft skill for daily work rolls?
Viincent |
I guess there isn´t. BTW do you know In wich book the prestige prices for alternative rewards are listed. Like paying 2pp to be able to use Survival instead of a craft skill for daily work rolls?
Pathfinder Campaign Setting: Pathfinder Society Field Guide
GM Baerlie |
Sorry for the delay, I had a cup game today
Touchy cuts of a corner of the cube with his whip. Felicitas starts to sing again while she takes out her sling.
The cube slams Sefu but the quivering cube of slime misses him.
Slam: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d6 ⇒ 2 Acid Damage: 1d6 ⇒ 3
Round 1
Touchy
Felicitas
Sefu
Cube
Alexos
Viincent
Damage Cube: 14
Touchy |
Touchy gives Viincent a grin as the druid slides past, then turns back to the cube, pulling out the alchemist's fire he purloined from Janira's pack and pauses for a moment...
"Ain't sure where this will land kid," He says with a amused chuckle. "Might want to take a step back after you swing that blade of yours next.
Touchy is going to ready an action for *after* Sefu's next attack.
Hoping Sefu will take a 5' step afterwards, so I don't splash him with fire!
Whether he does or not, Touchy will toss it at that point.! 'Cause that's how he rolls! Resolving now:
Ranged Touch, avec bard, through soft cover: 1d20 + 3 + 1 - 4 ⇒ (20) + 3 + 1 - 4 = 20, for 1d6 + 1 ⇒ (6) + 1 = 7 fire damage.
It will continue to burn and take another 1d6 ⇒ 2 fire damage next turn (unless it spends a full round action and a DC 15 Reflex save to put itself out (probably not, since its an ooze)).
edit: Ha, right in the cubish private bits!
Confirmation: 1d20 + 3 + 1 - 4 ⇒ (7) + 3 + 1 - 4 = 7, for an additional 1d6 + 1 ⇒ (4) + 1 = 5 damage.
He will then takes a 5' step back, so there's still a free space behind the magus.
edit: will move myself on the map after Sefu goes
Sefu Sekala |
Sefu swings his momentarily enchanted sword at the cube before taking a step out of Touchy's splash zone.
Attack: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Damage: 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12
Standard: Attack cube with khopesh.
Free: Take 5-foot step (W).
Alexos Virden |
arrow recovery, 1 for yes, 2 for no: 1d2 ⇒ 2
Had a brief moment to post... exploring a bit of Canada over the weekend with my folks, hence the afk. Have Alexos just continue to do defensive stuff and maybe aid another if I can. Should be back tomorrow.
Viincent |
Viincent draws an acid flask and throws it at the ooze.
Ranged Touch Attack (Inspire Courage, Cover): 1d20 + 2 + 1 - 4 ⇒ (9) + 2 + 1 - 4 = 8
Damage: 1d6 ⇒ 3
GM Baerlie |
Felicitas shoots a bullet directly into the middle of the cube, you can see it stuck in the transparent gelatine.
The cube tries to slam Sefu again, but fails.
Slam: 1d20 + 2 ⇒ (11) + 2 = 13
Alexos comes closer to the cube to have a better view. He gets into defensive position just in case the cube comes close enough to slam him.
Viincent's acid flask finishes the job. The big explodes into small pieces of gelatine, covering the floor, the walls and Sefu.
Combat over
GM Baerlie |
The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.
You emerge from the caverns into a 40-foot clearing at the base of the Kortos Mounts. The full moon above casts provides dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees*.
* These patches of woodland are also filled with underbrush that behaves as light undergrowth, creating difficult terrain and concealment. The trees are only a few decades old and do not completely
occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover.
The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex
save, in which case it lands prone on the trunk instead. The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.
Touchy |
Touchy frowns slightly, at the sight before him, he quickly moves 20' forward, before muttering a prayer to Calistria, his eyes glaring at the minotaur.
Move 20' then cast doom on the minotaur (should be just within the 100' range) (DC 15 Willpower or he becomes shaken for the next minute)
He doesn't really do 'stealthy' and if he moves half speed, he'll be out of range. But I guess I can take the -5 penalty to move normal and try it! Fast Stealth, armor check penalty: 1d20 + 3 - 5 - 3 ⇒ (17) + 3 - 5 - 3 = 12 (edit: hey, not horrible)
Sefu Sekala |
Figuring they're in for a tough fight, Sefu fetches one of his potions of mage armor and drinks it.
Sefu's defensive stats are now AC 17, T 13, FF 14.
Three questions:
1. Can I simply jump the river? A long jump of 10 feet is a DC 10 Acrobatics check given at least 10 feet of running head start.
2. Are we too threatened or distracted to Take 10?
3. Are we acting in rounds yet?
GM Baerlie |
Three answers: Yes you can jump the river, the minotaurus is focused on Janira so you can take 10 (but consider your ACP if you have one). You are not acting in rounds yet, I will start with that as soon as you say you are in position with a suprirse round. Yes, there was also a potion of barksin in Janira's backpack.
Sefu Sekala |
Once he feels the bolstering swell of power from the potion, Sefu will attempt to creep toward the stream.
Stealth: 1d20 + 2 ⇒ (17) + 2 = 19
Once near the break in the woodland's more difficult terrain, he will seek out a flat and relatively dry runway in order to jump across the stream.
Take 10 for a DC 12 in Acrobatics.
If unable to find a dry spot to get a short running start, Sefu will swim the short distance across the stream.
If modifiers for wet rocks or the like makes a DC 12 in Acrobatics a failure, Sefu will Take 10 for a DC 17 in Swim.
Touchy |
I'm a bit confused. Minotaurs can't be caught flat footed, so surprising one seems hard. And janira will likely be dead in a round or two, so spending a bunch getting in position doesn't seem particularly heroic.
Or should we just place ourselves in a position, and say now. And then the mino/janira fight starts then?
GM Baerlie |
Sorry, it was a bit unclear. Yes, you position yourself wherever you want and I will start the fight with a suprise round for you (no actions for the minotaur and Janira). So the minotaur is not going to kill Janira before you acted. Even if the minotaur can't be caught flat footed you get the advantage of an additional attack before he does in a standard round.
Maybe also important: Janira used all her spells for the day and also her scroll of shatter and damaged the minotaur's axe. She has 8 HP left (of 25). The minotaur is fighting with a broken battleaxe but also has a javelin.
Touchy |
OK then, I think we're all going to be roughly where we are now, in the undergrowth near the edge of the stream. Don't think we're getting any closer without it noticing. (Just Sefu needs to adjust slightly, I shifted Alexos over). Can we start the surprise round? =)
ie: Now.
GM Baerlie |
Ok, surprise round starts now ;) Sefu can adjust his position, I will delay Alexos until the end of the surprise sound.
Init. Alexos: 1d20 + 4 ⇒ (10) + 4 = 14
Init. Sefu: 1d20 + 2 ⇒ (13) + 2 = 15
Init. Touchy: 1d20 + 5 ⇒ (19) + 5 = 24
Init. Viincent: 1d20 + 2 ⇒ (14) + 2 = 16
Init. Felicitas: 1d20 + 3 ⇒ (4) + 3 = 7
Init. Janira: 1d20 + 4 ⇒ (16) + 4 = 20
Init. Minotaurus: 1d20 + 0 ⇒ (8) + 0 = 8
Surprise Round
Touchy
Viincent
Sefu
Alexos
Felicitas
Sefu Sekala |
Having successfully crept through the underbrush and vaulted the stream, Sefu finds himself closer to a minotaur than he's ever cared to be. Without even a moment to compose himself before the beast senses his presence, the magus twists his free hand into an arcane gesture and casts an enchantment at the snarling man-bull.
Standard: Cast daze (DC 13 Willpower) on minotaur.
Sefu Sekala |
You're right, Touchy. I'll just ready an attack with my khopesh against it, I guess. Doesn't matter too much since I wasted my surprise round action casting daze.