| Aerel Truthseeker |
Aerel keeps moving, bringing items back to the leader’s tent for evaluation as he clears out an area of the camp and moves to the next.
His Perception bonuses are in his status line if GM wishes to roll to see if he finds things. He will be actively checking for traps.
While I don’t need spikes, I would be interested in the leader’s magical studded leather if no more martial characters want it. Likewise for a magical shortsword or masterwork blade from the weapon rack, just to have something larger than a dagger. Did Scarvenious have a missile weapon? I was thinking it was him that shot me with the poisoned arrow.
| Benedict the Clever |
"Don't go off alone," says Benedict. He assembles the group (sans Grum) to go with Aerel to the unexplored section of the camp.
| Benedict the Clever |
Benedict whispers to the stealthy elf, "Aerel, do you want to check out that tent quietly? We'll be right here for backup."
| DM Stalwart |
Yes, Scarvinious had some more gear; I just highlighted the magical stuff since William cast detect magic.
The other (nonmagical) items carried by Scarvinious are: masterwork composite shortbow (+4 Str) with 16 arrows; bedroll, blanket, hip flask 2/3 full of Hobgoblin fire-grog, ten iron spikes, masterwork backpack, masterwork skinning tools, masterwork manacles, saw, sewing needle, shaving kit, surgeons tools, five pouches of caltrops, and two vials of greenblood oil (poison). He also had a pouch with 77 gold pieces.
| Aerel Truthseeker |
Benedict whispers to the stealthy elf, "Aerel, do you want to check out that tent quietly? We'll be right here for backup."
Aerel nods. Arrow nocked and pointed down as he moves, he pads to the indicated structure and listens. He will make a circuit, keeping his shadow off the walls of the tent and listening as he moves, not crossing the sight line of the tent’s opening until he’s ready to peer within.
Stealth: 1d20 + 13 ⇒ (17) + 13 = 30
Perception to listen: 1d20 + 11 ⇒ (10) + 11 = 21
Perception to look inside: 1d20 + 11 ⇒ (15) + 11 = 26 I do have darkvision, but I expect the bright light to darkness transition is still likely to affect my vision.
| DM Stalwart |
Aerel's exploration of the large tent to the north of Scarvinious's tent discovers eight tidy bedrolls and several cast-iron buckets. It appears that the Ironfang Legion soldiers slept in shifts, and shared the bedrolls. Aerel is able to find three leather pouches containing a combined total of 75 gp, plus a durable scroll-like parchment with strange arcane writings on it.
| Benedict the Clever |
I think we had all meant the unexplored tent in the northeast. We'll do that now. Same approach.
| Amkarang the Unsinkable |
Amkarang follows along to the unexplored tents, meteor hammer ready. Though he didn't have a tremendous amount of fear in encountering any more hobgoblins, he figured it'd be best to be a little cautious.
| DM Stalwart |
The group approaches the next largest tent. Raw yellow timbers, so freshly cut they still smell of pine, prop up this sturdy, oilcloth tent. A square window has been cut in one wall and a puddle of thick, foul-smelling liquid marks the ground beneath. Fumes from the puddle have discolored the canvas above, turning the beige fabric a milky gray.
Suddenly, bursting forth from the tent is a ratlike being. She charges from the tent brandishing a rapier and stabs at Benedict. Following that, a flask is chucked from the darkened interior. Upon impact, it bursts into an explosion of alchemical cold.
Melee, charge: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
Ranged touch: 1d20 + 6 ⇒ (2) + 6 = 8
Cold: 3d6 + 3 ⇒ (4, 5, 6) + 3 = 18
Unfortunately for the hobgoblins, neither attack is on the mark.
Direction: 1d8 ⇒ 6
The cold bomb still burst in a wide radius, catching Benedict and Aerel in the shower of cold energy.
6 cold, Reflex DC 15 for half.
| Benedict the Clever |
Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
Benedict's aasimar heritage shields him from most of the blast.
1 damage taken.
We are up?
Benedict moves past the rat-creature Ratfolk? Wererat? Knowledge check?.
It can take an AOO if it wants (AC 22 if it is goblinoid, 20 otherwise).
He smashes his hammer into the bomb-thrower.
Attack, Flag: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage, Flag: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
"Amkarang, with me! Come around and flank!"
"GRUM!" He should be back from National Guard now.
| Aerel Truthseeker |
Reflex DC 15: 1d20 + 5 ⇒ (16) + 5 = 21 Three points of damage
Stealth and Perception during the approach, though it's too late
Stealth: 1d20 + 13 ⇒ (6) + 13 = 19
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Aerel has darkvision. He will leave the creature in melee to the other fighters and fire his (readied) bow into the tent. He will 5' away from the two-legged rat if necessary
Attack: 1d20 + 11 ⇒ (13) + 11 = 24 with Point-Blank Shot
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
| William Grove |
Seeing Benedict go around the rat creature, William fires two arrows at it.
Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 9 + 1 - 2 ⇒ (8) + 9 + 1 - 2 = 16 Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 9 + 1 - 2 ⇒ (12) + 9 + 1 - 2 = 20 Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
| DM Stalwart |
AoO on Benedict: 1d20 + 5 ⇒ (14) + 5 = 19
The rat creature stabs as Benedict rushes by, but its rapier fails to pierce his armor.
Botting Amkarang
Amkarang: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Amkarang adjusts his hammer so it has reach and swings it at the ratling. His hammer impacts it, but somehow strikes with much less force than what he would have expected.
Similarly, William's arrows both strike what should be flesh, but they bounce off the rat creature harmlessly.
However, Aerel's and Benedict's attacks both manage to do damage to the alchemist.
Seeing the bombadier in trouble, the rat thing turns around and stabs at Benedict, plus follows up with a bite.
Melee, flanking: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3
Bite, flank: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3
The alchemist steps back and throws another bomb. Apparently noticing the lack of damage his first one did, this one explodes into fire.
Ranged touch: 1d20 + 6 ⇒ (1) + 6 = 7
Fire: 3d6 + 3 ⇒ (1, 3, 2) + 3 = 9
Just... look at all those ones...
1d8 ⇒ 7
This time, the flask lands on Benedict's left and engulfs a lot of the equipment in the flames. 6 points of fire, Reflex save DC 15 for half
You guys are up!
| Benedict the Clever |
I had asked Amkarang to move around and flank so that the alchemist could not 5' step and throw without provoking. Any chance of retconning his botted actions?
Also, if this is a wererat, it might still have the goblinoid type and so my AC would be 22 against it. Not sure.
Grum Bakison
|
Did I hear most basic tactics?
Power Attack with flank: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage with fire and flag: 2d4 + 1d4 + 10 + 1 ⇒ (1, 2) + (1) + 10 + 1 = 15
Grum finally made it into combat, and swung his flaming sword at the rat-like creature.
| William Grove |
William seems taken aback as his arrows hit but do no damage. It must have some sort of damage reduction. Maybe the stoneskin spell. He switches aim to the bomb thrower and attacks it.
Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 9 + 1 - 2 ⇒ (12) + 9 + 1 - 2 = 20 Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9 Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
| Benedict the Clever |
Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
HP are now at 10 if the rat-thing counts as a goblinoid, or 7 if it does not.
Benedict steps up and attacks the alchemist, fighting defensively.
AC 23, Touch 15; +2 to each vs goblinoids
Attack, Flag, Defensively: 1d20 + 8 + 1 - 4 ⇒ (15) + 8 + 1 - 4 = 20
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
"Amkarang, circle around this one!"
| Aerel Truthseeker |
Aerel shifts to his left. The mouth of the tent is clogged, so he focuses on Grum's opponent, if only to keep it distracted so Grum can drive it into the ground.
Attack, Rapid Shot: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 1 ⇒ (7) + 1 = 8
Attack, Rapid Shot: 1d20 + 9 ⇒ (9) + 9 = 181d8 + 1 ⇒ (7) + 1 = 8
BotAmkarang shortens the grip on his meteor hammer and steps into the tent opening. "Yeah, be right there."
Adjacent to the rat creature, but not yet flanking Grum, he feints a strike with his left hand, but strikes out with the right. Too much movement for a full attack
Meteor Hammer: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 231d8 + 7 ⇒ (3) + 7 = 10
| Benedict the Clever |
"Nooo! THIS ONE!"
An alchemist is way more dangerous than, what, a Rog1? Amkarang is at full HP and I am on the brink of death. He can suck up an AOO or two to stop this alchemist from killing me.
| Aerel Truthseeker |
Then maybe you shouldn't be on the front line, captain.
Amkarang soaks up said attack of opportunity and applies the attack to the alchemist. He had plenty of movement to do so.
| Benedict the Clever |
Well, I thought I was in good shape with solid AC and resistance to the frost bombs. Grum and Amkarang were both AFK, and the game had started to drag. Regrouping to heal seemed more risky in terms of keeping this game alive. A PbP starting to drag makes players do reckless things sometimes for the sake of momentum. Like frontlining at 16 HP.
And my plan was to flank the alchemist so he couldn't 5' step and throw. Didn't happen.
We're all posting promptly now. Let's hope we get our momentum back.
| Amkarang the Unsinkable |
My apologies for vanishing, finals, PaizoCon, and the slowing down of the game left me without a ton of opportunities to post. I can take my action, or I can go with what Aerel had intended.
| Aerel Truthseeker |
Please, Amkarang, do your thing. I take no offense if you would do it differently. Your turn this round started ten feet from the mouth of the tent, so you know how much movement you had to work with.
| Amkarang the Unsinkable |
Amkarang reconsiders his options, and instead chooses to attack the alchemist before loosening his grip on his meteor hammer to allow him to attack the alchemist should it try to throw a bomb.
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Should have enough movement to move and attack the alchemist. After that, I'll use a swift action to get reach with my meteor hammer.
| Benedict the Clever |
Amkarang, I think you are +9 to hit for 1d8+7, with an extra +1 to hit and damage from the flag. So that is a hit on AC 22 for 13 damage. Assuming you did not Power Attack.
| DM Stalwart |
Benedict, the rat creature has distinctive goblinoid features, so your +2 against goblins applies
The brutal assault on the alchemist has the bombardier reeling, but barely alive. It steps back one more time, but Amkarang's hammer is waiting for her.
AoO, Amkarang: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
His hammer crushes the skull of the hobgoblin before she's able to throw another bomb.
Seeing the alchemist slain, the rat-creature's aggression suddenly fades, and it withdraws from the fight. It starts running as fast as it can, its form shifting more and more into that of a four-legged dire rat.
| Aerel Truthseeker |
I'm guessing Grum has an AoO on the fleeing rat-ahem-woman.
Aerel shoots at the rat before following carefully.
Longbow, single shot: 1d20 + 11 ⇒ (7) + 11 = 181d8 + 1 ⇒ (6) + 1 = 7
The rat should be within one range increment even with a run, yes? And then a single move to follow...
Grum Bakison
|
Hit: 1d20 ⇒ 17
If AOO: 17 + 11 = 28
Damage: 2d4 + 1d4 + 11 ⇒ (4, 4) + (3) + 11 = 22
Or with bow: 17 + 8 = 25
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
| Benedict the Clever |
If possible, Benedict will try to put out the fires in the tent with a blanket or anything handy.
Thanks for the save, Amkarang!
| DM Stalwart |
Grum's powerful attacks ends the threat of the rat creature. Its corpse slowly shifts back to a hobgoblin female that has a familial resemblance to the alchemist.
Benedict is able to put out the fire before it takes hold of the wood.
A quick survey of the equipment in the lab includes a clearly cobbled-together but very complete alchemist's lab and two locked chests.
The alchemist carried numerous flasks of various sorts of liquid. Detect magic finds that most of the flasks' magic faded with the death of their owner. However, nine flasks retain their magic. The chain shirt is also magical. She also had a ring with several keys, a masterwork morningstar, three tanglefoot bags, three flasks of acid, three flasks of alchemist's fire, a thunderstone and 52 gp.
The wererat possessed a masterwork rapier.
The keys unlock the two chests. One small chest contains a variety of poisons, their labels in Orcish. There's 3 doses of bloodroot, 2 doses of blue whinnis, 1 dose of deathblade, 3 doses of greenblood oil, and 2 doses of small centipede venom, plus 5 doses of antitoxin. The other chest contains a piece of darkwood the size of a small shield and enough eelhide to make a suit of light armor. There's also 300 gp and a small bag of salt that radiates magic.
| Aerel Truthseeker |
Aerel quickly stows his bow and arrows and moves to aid Benedict with putting out the fire. Looking at their field general, the bowyer can’t help but comment, ”You looking pretty rough, sir. For your sake, I hope we are done fighting today.”
Reviewing what they’ve found, he gestures at the poisons. ”Nasty business, that. Is it worth trying to use those or should we just destroy it?”
I don’t have poison use, but might be the logical choice to pursue it.
| William Grove |
Upon seeing the number of magical items, William whistles. "Thats a fair number of magic items. I'll see if I can identify them. I think we have a few areas to check out. You should heal up while I ID these items."
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft: Chain Shirt: 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft: Bag: 1d20 + 9 ⇒ (18) + 9 = 27
Grum Bakison
|
”Puny hobgoblins. Even their champions can’t hold a real weapon. Nothing here big enough to get both hands around.” Grum said disdainfully. ”No wonder they tried to kill us with arrows.”
| Benedict the Clever |
"They did almost take both of us down, Grum. Their tactics were effective at least.
And yes, Aerel, I am not doing so well. We don't have a healer, except Aubrin back at the camp. We don't have a magic store. Maybe Rhyna will learn to make potions. We've got four Cure Moderate Wounds potions now - one from the leader and three from the alchemist. But I don't want to use them up.
Grum, you've been able to get that healing wand to work before - can you try it again?"
Think it had 21 charges.
"As to the poison, we could sell it to that Darklands merchant. Or hang onto it for a stealth operation like poisoning a water supply. I don't think applying it to weapons is particularly effective. Most poisons don't act quickly enough."
| Aerel Truthseeker |
"As to the poison, we could sell it to that Darklands merchant. Or hang onto it for a stealth operation like poisoning a water supply. I don't think applying it to weapons is particularly effective. Most poisons don't act quickly enough."
Aerel doesn't try to hide his relief at your disdain for the poisons. "I'm not really a fan of their use, to be honest. At best, seems dishonest to me. But for these hobgoblins, I would be willing to relax my standards if I had to. Speaking of poisons, I need to have someone check this wound in my shoulder when we return to camp. It's nearly healed, but it still burns. I'll bet they poisoned some of those arrows that hit me."
Aerel waits until the decisions and identifications have been made, keeping an eye out for other hobgoblins that might have escaped the group's notice thus far. Bow readied, scanning the cliff around the camp as well as the camp itself.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
| Aerel Truthseeker |
As he watches the perimeter, Aerel asks, "Is any of the gear we've found immediately useful or are we going to just pack it back home so it's not available to the next goblin to come along?"
Earlier I expressed an interest in some of the armor, but after reviewing my gear, I retract that statement. What I really need to do is get what I already have enchanted.
| Benedict the Clever |
"Whatever we don't use, we can equip the other refugees with, or sell to that Darklands trader."
Still hoping Grum can hit me with a CLW charge or two from the wand. Will update the loot on the sheet with what we found from this camp.
| Aerel Truthseeker |
Aerel moves over to the pen, bow still in hand, but not drawn back.
| Benedict the Clever |
Grum UMD: 1d20 + 8 ⇒ (20) + 8 = 28
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Grum UMD: 1d20 + 8 ⇒ (17) + 8 = 25
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"Wow Grum, you are getting good at that!"
Wand now at 19 charges. And Benedict is now over half HP, in case we have any fights on the way back to camp.
| Aerel Truthseeker |