GM Baerlie |
Celentrai shoots a ray of frost at the druid with the blue jacket, but the orb goes wide and almost hits Borrobol.
The prone rat tries to get up and move over to the well while a remarkably filthy rat wants to bite Iso, but Iso accidently steps on the rat's tail and the animal shrieks in pain instead.
Acrobatics blue stand up: 1d20 + 3 ⇒ (11) + 3 = 14
Acrobatics blue move: 1d20 + 3 ⇒ (10) + 3 = 13
Bite: 1d20 + 2 ⇒ (5) + 2 = 7 miss
Round 2 & 3
Tippy
Iso
--------------
druid green
rat yellow ac
druid blue
rat teal
rat pink
rat green ac
rat red ac
--------------
Celentrai
--------------
rat blue ac prone
rat purple
--------------
Borrobol
Iso Soturi |
Iso continues to exercise due caution...
Who are we kidding, those rat bites Hurt!
Iso goes berserk, sweeping his axe in front of him, trying to kill the swarm of rats that plagues the place.
attack: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d12 + 10 ⇒ (7) + 10 = 17
Bits of rat fly to the left, and another bit to the right.
"I'm coming Tippy!"
--
Not sure if you wanted me to roll ath AOO on the standing rat, but if you do..Bonus doesn't include rage as AOO would be before that.
AOO on standing rat?: 1d20 + 9 + 4 ⇒ (4) + 9 + 4 = 17
damage: 1d12 + 7 ⇒ (9) + 7 = 16
Borrobol |
Borrobol charges toward the host of enemies surrounding Tippy swinging his longhammer to smash into the closest of the druids.
Charge to the square north of the yellow rat and strike the blue druid.
Charge to flank with Tippy: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27
Damage: 2d6 + 12 ⇒ (4, 1) + 12 = 17
GM Baerlie |
Iso dispatches two more rats while Borrobol knocks a druid unconscious. The remaining rats bite whatever comes between their teeth while the druid in green robes tries to hit Tippy.
green druid vs. Tippy: 1d20 + 2d6d6 - 1d1d20 + 2 ⇒ (12) + (6, 6, 5, 3, 5, 3, 2, 5, 5, 6, 1) - (1) + 2 = 60 miss
green rat vs. Tippy: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d4 ⇒ 2
red rat vs. Tippy: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d4 ⇒ 2
confirm green rat?: 1d20 + 2 ⇒ (12) + 2 = 14 miss
Round 3
Tippy
Iso
--------------
druid green
rat pink
rat green ac
rat red ac
--------------
Celentrai
--------------
rat blue ac
rat purple
--------------
Borrobol
GM Baerlie |
Celentrai shoots a ray of frost at one of the rats, but the temperature is too high so the ray melts and a blob of water hits the rat in the face.
Two rats attack and bite, but they are not able to get through the armor or boot leather.
blue vs. Borrobol: 1d20 + 1 ⇒ (13) + 1 = 14
purple vs. Iso: 1d20 + 1 ⇒ (11) + 1 = 12
Round 3 & 4
Tippy 2x
Iso
--------------
druid green
rat pink
rat green ac
rat red ac
--------------
Celentrai
--------------
rat blue ac
rat purple
--------------
Borrobol
Tippy Fullbottle PFS |
Sorry, all.
Tippy focuses on green rat, hoping the others will come help him soon.
Round 3 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (6) + 8 + 1 - 2 = 13
Round 3 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (4) + 8 + 1 - 2 = 11
Round 4 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Round 4 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10
Iso Soturi |
Iso continues to swing his axe to the left and to the right.
attack- purple?: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d12 + 10 ⇒ (11) + 10 = 21
Bits of rat go everywhere, as does foam from the barbarians mouth.
He steps toward Tippy as he does so.
"Iso is coming Friend Tippy. Hold on."
GM Baerlie |
Borrobol kills the rat with the pink snout while Iso smashes the one with purple paws. Tippy stabs furiously at the rat to his feet and hits it, but the rat continues to bite, as well as the rat with red fur. The druid attacks with his club and hits Tippy hard on the head.
druid vs. Tippy: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 4d6 + 4 ⇒ (4, 4, 5, 3) + 4 = 20
rat green vs. Tippy: 1d20 + 2 ⇒ (1) + 2 = 3
rat red vs. Tippy: 1d20 + 2 ⇒ (6) + 2 = 8
Confirm druid attack: 1d20 + 2 ⇒ (15) + 2 = 17
Round 4
Tippy
Iso
--------------
druid green
rat green ac -4HP
rat red ac
--------------
Celentrai
--------------
rat blue ac
--------------
Borrobol
Celentrai Atalla |
Realizing Tippy is in trouble, Celentrai attempts to trip the druid.
Toppling Magic Missle: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
GM Baerlie |
Tippy drops from the well's wall, you see a big wound on his head. Celentrai hits the druid with a missle and the druid falls to the floor.
The rat between Iso and Borrobol bites 1d2 ⇒ 1 Iso.
blue vs. Iso: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 ⇒ 2
Round 4 & 5
Tippy (stabilize roll)
Iso
--------------
druid green prone
rat green ac -4HP
rat red ac
--------------
Celentrai
--------------
rat blue ac
--------------
Borrobol
Iso Soturi |
Iso continues to swing at the nearest rat. Either he has rabies or he's berserk. In either case nobody should get too close.
attack: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d12 + 10 ⇒ (5) + 10 = 15
"Tell Iso that Tippy yet lives!"
Iso is trying to clear druids and rats from around Tippy so that Celentrai can get some healing into him.
Iso Soturi |
Iso also tries to help.
heal: 1d20 ⇒ 18
"Iso used to dealing with painful situations. See blood leaks from Tippy there. Put hand on top. See how it stops bleeding. No! Not too hard, that stops Tippy breathing."
Once the immediate danger is past he looks over the druids to see if any have any helpful looking potion bottles.
Celentrai Atalla |
Celentrai cast heavely fire on tippy curing him for...
Heavely Hire: 1d4 + 1 ⇒ (1) + 1 = 2
Well at least he is stablized. Maybe we should pick up some healing potions before we go in.
Iso Soturi |
Iso takes a moment to rest and their hoists the injured Tippy carefully onto his shoulders.
"Iso thinks Market good idea." and heads off in that direction using his axe as a walking stick.
Spend 100gp on healing potions and pour them down Tippy until he comes around
Rolls as required:
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Tippy Fullbottle PFS |
Tippy happily comes to, and will reimburse Iso for the potions. All 4 potions puts him at almost full.
"Too bad nobody here knows how to use this," he says, holding up his fully-charged cure wand.
Celentrai Atalla |
I have a magic, I mean a cure light wound wand. I just can't use it I am afraid."
Celentrai purchases several potions of cure light wounds.(4)
GM Baerlie |
Iso, Borrobol and Celentrai rush into the closest potion store and purchase healing potions. Iso uses his on Tippy and heals him up.
By the time you defeated the cultists, the constabulary has secured the southern end of the prison and has killed and captured the remaining cultists. You find the constables guarding the prison’s entrance and waiting for you to arrive. Nearby, a handful of ragged and injured cultists are in manacles and seated against the wall. A cleric tends to wounded constables. The uninjured constables are relieved to see you and let them into the prison without question, though with words of encouragement.
Iso Soturi |
Iso grumbles at the cleric.
"Priest should have offered to heal Friend Tippy. "
He gives the unfortunate Tippy a Big Iso Hug (tm). Was that a flea that just jumped onto Tippy? Surely not?
"Iso was very worried about Friend Tippy. Iso thinks Tippy should not have taken bath last week. Made him Vulnerable."
He says that last word with a great deal of care, and looks rather proud to have got it out okay. Then he looks around at the prison entrance.
"Friend, Borrobol - You had plan?"
GM Baerlie |
Two features dominate Swift Prison’s interior: the Greedy Narses and the prison’s main keep.
The Greedy Narses is a large wooden building on the southern border of Swift Prison through which all prisoners or visitors must pass to reach the keep.
The keep is three stories tall and once contained several holding cells.
You enter the Greedy Narses' indoor market. Many market stalls lie shattered across the paved floor. Wood splinters and papers litter the room.
You find the Swift's financial summary amid a pile of papers strewn on the floor.
Iso Soturi |
"Iso wonders why prisoners make big mess. Maybe prisoners need more work to do when back in cells."
He looks over Celentrai's shoulder.
"Book good for wiping Iso's rear!"
He keeps a wary eye out for other hazards while the group contemplates how best to use the ledger.
GM Baerlie |
Behind the gates you find the prison yard. Rusted, iron flakes dust the ground around a series of thick gates. Within the keep’s yard, four derro corpses surround an insectile quadruped. Countless barbed crossbow bolts penetrate the strange beast’s hide, and where its head should be, thick ichors moisten the ground around two separated feathered antennae.
Iso Soturi |
"Iso is unsure if creature needs to be killed or can be avoided." says the unusually cautious barbarian.
He tries sidling around the side of the yard, seeing if he can avoid the creature. Axe is in hand in case it decides to try and eat him.
Iso Soturi |
Iso cautiously avoids the dead creature.
"Iso wonders what sort of beast this is?" he states, looking at Celentrai.
Then he heads onwards to the doors heading toward the chapel.
GM Baerlie |
You move on towards the double door leading further into the prison. Suddenly Iso spots some movement in the rubble in front of the doors and a large earth elemental rises.
Initiative Iso: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Tippy: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative Celentrai: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative Borrobol: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Earth Elemental: 1d20 - 1 ⇒ (13) - 1 = 12
Round 1
Tippy
Borrobol
Iso
-----
Earth Elemental
-----
Celentrai
Tippy Fullbottle PFS |
Tippy flings daggers, not that they'll do much good.
Dagger: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Dagger: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Especially with those rolls. There's an unfortunate clang as the hilt of one of Tippy's daggers bounces off Borrobol's helm.
Iso Soturi |
As the elemental rises, Iso starts to shake "An Earth Demon! I have heard of Ice demons before. Iso will protect you all!"
Iso closes on the elemental, swinging his axe as he tries to get into a better position.
5' step so no AOO
attack, rage: 1d20 + 11 ⇒ (4) + 11 = 15
damage,magic,rage: 1d12 + 10 ⇒ (8) + 10 = 18
GM Baerlie |
Borrobl swings his longhammer at the earth elemental, but the hammer smashes only the ground tiles. Tippy flings two daggers at the stone beast, but they go wide. Iso tries to protect the rest of the party against the earth demon and swings his axe at it, but the beast's strong body resists.
The earth elemental swings at Borrobol as Iso is too close for it to hit it efficiently.
Elemental vs. Borrobol: 1d20 + 14 ⇒ (9) + 14 = 23 Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10
Round 1 & 2
Tippy
Borrobol
Iso
-----
Earth Elemental
-----
Celentrai