Sarq
|
Sarq positions himself so as to be able to intercept if anything attacks from the left room while Blackjack and Daffy are checking the right side.
| GM Kate |
This round room has a large, round, stone pedestal about three feet tall, with several round stone seats surrounding it. Scrawled writing has been carved all over the walls, looking distinctly non-academic. This writing contains no words in Aquan and looks very different than the writing on the front doors or in the library.
Daffy Johns
|
"Huh. Any of y'all know what kinda writing this is?"
Linguistics to decipher: 1d20 + 6 ⇒ (3) + 6 = 9
Sarq
|
“Really?” Sarq seems surprised by Maarin’s comment.
“We are talking about someone who threw a fit when they lost a battle. Then decided the best way to deal with the issue was destroy the monastery where they got defeated.”
Shaking his head, he says “I’m usually all for getting people out of prison, but in this case it sounds like they brought it on themselves!”
In a movie, this is about the time the villain appears and makes it clear they heard that. :o
Maarin the Typhoon
|
"We're all selfish creatures, indulging in our own desires. I'd be as mad as a hornet being locked away from the sea for years." She shrugs with a roll of a shoulder. "Still makes 'im an a$##!@+, no doubt."
Sarq
|
With a shrug, Sarq agrees “Alright, I can see that. Doesn’t matter if someone brought the punishment on themselves, locking them away forever is harsh.”
“Still need to find the thing.” he says as he looks around. “Normally I would be looking for tracks, but being underwater complicates that...”
'Blackjack' Jaques
|
“Normally I would be looking for tracks, but being underwater complicates that...”
'Small building, I'm sure our paths will cross soon enough"
Blackjack checks the other side, keen to ensure that there won't be anything sneaking in from behind them when they advance.
Daffy Johns
|
Daffy moves to examine the doors in the middle.
| GM Kate |
Blackjack finds a room much like the one he just left. Daffy, the double doors are unlocked.
Daffy Johns
|
Daffy makes eye contact with his allies to make sure they realize he's doing it, then opens the doors and jumps back, peering around one of the open doors into the room beyond.
Sarq
|
Seeing what is going to happen, Sarq takes up position to one side of the doors. He can easily threaten anything coming out his side, yet leaves a clear firing lane for Maarin.
| GM Kate |
Daffy opens the double doors. Large stone panels throughout this round room feature carved images of figures demonstrating martial arts techniques. Flowing writing surrounds each image. A large window to the south looks over an elliptical arena set into the ground.
Sarq
|
Sarq first peeks in, then after a moment moves in. Not seeing anything immediately dangerous, he takes a moment to look through the window.
“I hope we have enough time to study the combat katas I’m guessing these panels demonstrate. Could be valuable historic information.”
Nixie Attwater
|
Nixie looks in on the martial arts katas with some interest. "They look like they're dancing, don't they? So graceful." She nods to Blackjack. "To the arena!"
| GM Kate |
Sarq looks through the arena and spots three undead creatures, standing in the arena, awaiting a challenger.
You can all line up behind the red line and have a surprise round. If someone wants to sneak in closer, I'll need Stealth checks.
Sarq
|
When he sees them, he motions for Daffy and Nixie to come up. Pointing towards the window, he then holds up three fingers.
Sound carries strangely underwater, I best not speak.
Then he carefully moves back and gets ready to approach the enemies with the rest of the group. If one of the others decides it is safe to cast spells before combat, he will do so as well.
When the others are ready, he positions himself on the left side.
Moved into position. What weapons do the undead have, and is there any reason I can’t charge since I’ve got Slipstream?
| GM Kate |
You'd be limited to a partial charge in the surprise round, which won't quite get you there, but once we get to regular initiative,you can totally charge underwater with a Swim speed. No visible weapons on the undead.
'Blackjack' Jaques
|
Blackjack simply begins singing a popular Galtan song
Everyone receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Please note that you already have a +6 morale bonus v Fear from blackjack
Daffy Johns
|
Knowledge (religion): 1d20 + 7 ⇒ (9) + 7 = 16
| GM Kate |
Took the liberty of placing you. And...go!
Sarq: 1d20 + 1 ⇒ (17) + 1 = 18
Blackjack: 1d20 + 5 ⇒ (18) + 5 = 23
Maarin: 1d20 + 10 ⇒ (13) + 10 = 23
Daffy: 1d20 + 3 ⇒ (18) + 3 = 21
Nixie: 1d20 + 9 ⇒ (16) + 9 = 25
Red wight: 1d20 + 3 ⇒ (6) + 3 = 9
Yellow wight: 1d20 + 3 ⇒ (16) + 3 = 19
Blue wight: 1d20 + 3 ⇒ (2) + 3 = 5
Surprise Round
Nixie
Maarin
Blackjack
Daffy
Sarq
Regular Initiative
Nixie
Maarin
Blackjack
Daffy
Yellow
Sarq
Red
Blue
Let's resolve the surprise round first, and then do regular initiative.
Sarq
|
Sarq casts shield as he drifts closer.
Cast spell, 5' step
Maarin the Typhoon
|
"Besmara, preserve me." Seeing the undead lined up, Maarin offers a quick prayer. A surge of righteousness wells up, bringing a smile to her lips. "Beggin' yer pardon, Captain Jacques, it's time to bring the noise!" The pistol report sounds over Blackjack's shoulder, a channel cutting straight and true towards the nearest monstrosity.
Ranged Pistol on Red: 1d20 + 15 - 4 + 2 ⇒ (18) + 15 - 4 + 2 = 31
Damage on Red: 1d8 + 16 ⇒ (1) + 16 = 17
Activating Judgement of Purity for saves, regular attack due to range.
Daffy Johns
|
Knowledge check: I'd like to know what they are and something about their special attacks.
Daffy's surprise round action is to cast glitterdust on the red and yellow creatures. DC 17 Will save or be blind.
| GM Kate |
They are advanced wights! They do energy drain on their slam attacks.
A 30 definitely still hits.
Nixie is still up for the surprise round!
Will save, Red: 1d20 + 7 ⇒ (6) + 7 = 13
Will save, Yellow: 1d20 + 7 ⇒ (13) + 7 = 20
Red is blinded. Both are sparkly! (I will metagame here slightly and let you know that they have the Blind-Fight feat.)
Nixie Attwater
|
Nixie shoots an advanced wight.
Darkwood underwater light crossbow: 1d20 + 11 + 4 ⇒ (18) + 11 + 4 = 33
Damage: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8
| GM Kate |
That is a hit! And brings us to regular initiative.
Regular Initiative
Nixie
Maarin
Blackjack
Daffy
Yellow
Sarq
Red -14 hp, blind
Blue -8 hp
Maarin the Typhoon
|
Swimming after Blackjack, Maarin reloads another cartridge, taking aim at the next wight in the line. Hearing the warning of their attacks, she prays for defense instead.
Ranged Pistol on Red: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Damage on Red: 1d8 + 14 ⇒ (4) + 14 = 18
Switching judgement to AC instead now that she knows saves aren't the important thing.
Daffy Johns
|
Daffy moves forward and takes aim at the yellow creature with the heavy underwater crossbow we found earlier.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d10 ⇒ 10
Nixie Attwater
|
Nixie delays for Sarq, so that she can use watersong to provide him flank.
| GM Kate |
Maarin hits! Yellow swims over to attack Blackjack.
wight slam: 1d20 + 6 ⇒ (17) + 6 = 23
ouch!: 1d4 + 4 ⇒ (3) + 4 = 7 and one negative level
Maarin
Blackjack
Daffy
Yellow -18 hp
Nixie
Sarq
Blue -8 hp
Sarq
|
Sarq swims closer and readies an attack for when the wight comes in range. “Let’s get this over with!”
Tiger Fork +1: 1d20 + 9 ⇒ (3) + 9 = 12
Piercing damage: 1d8 + 6 ⇒ (5) + 6 = 11
Sarq
|
Just realized that I had forgotten the Heroism and Bard Song on my attack. +4 to hit, +2 damage.
Nixie Attwater
|
Nixie sings and water strikes the wight to provide Sarq a +2 flanking bonus to his attack!
Water Strike: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
Strike!: 1d6 + 4 ⇒ (6) + 4 = 10
| GM Kate |
Blue moves up to attack Sarq, whose readied attack doesn't quite hit, even with the flanking from Nixie's water strike, which does hit! And is enough to throw off the wight.
wight slam vs Sarq: 1d20 + 6 ⇒ (1) + 6 = 7
Maarin
Blackjack
Daffy
Yellow -18 hp
Nixie
Sarq
Blue -18 hp
Maarin the Typhoon
|
After a moments hesitation, Maarin turns her barrel on the wight threatening Sarq.
Ranged Touch on Blue: 1d20 + 15 ⇒ (18) + 15 = 33
Damage on Blue: 1d8 + 14 ⇒ (1) + 14 = 15
I figure Blackjack can handle the energy drain better given the level differences. If things get dire Maarin will open up full blast.
Daffy Johns
|
Daffy moves forward and starts his own song, causing the water behind the yellow wight to firm up into the form of a writhing snake! Watersong to control two squares behind the yellow wight.
'Blackjack' Jaques
|
The silver trident lashes back in response twice more, Blackjack angered at the soul-sucking nature of the creature.
Flank/PA+FF/two handed/Inspire/neg level
Attacks Yellow
Attack 1d20 + 16 + 2 + 2 - 1 ⇒ (19) + 16 + 2 + 2 - 1 = 38
Damage 1d8 + 6 + 9 + 2 ⇒ (5) + 6 + 9 + 2 = 22
Attack 1d20 + 11 - 3 + 2 + 2 - 1 ⇒ (8) + 11 - 3 + 2 + 2 - 1 = 19
Damage 1d8 + 6 + 9 + 2 ⇒ (7) + 6 + 9 + 2 = 24
| GM Kate |
Maarin shoots the blue one, taking it down, while Blackjack demolishes Yellow! Things seem quiet for an instant, but then the ground rumbles under your feet.
DC 14 Reflex save or else!
The building fills with silt and particulate disturbed by the earthquake, causing concealment for the next round, unless you are aquatic.
A creature comes out from behind the risers and heads straight for Sarq! He can't quite connect, but he looks angry.
punch!: 1d20 + 12 ⇒ (6) + 12 = 18
concealment, 1-20 misses: 1d100 ⇒ 55
That might hit, depending on your Reflex save. If so...
ouch!: 1d10 + 5 ⇒ (3) + 5 = 8
Maarin
Blackjack
Daffy
A new challenger!
Nixie
Sarq
Daffy Johns
|
Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (religion): 1d20 + 7 ⇒ (2) + 7 = 9
"What the heck is that?!" Whatever it is, Daffy would like it quite a bit better if it were blind, so once again he waves his hand and causes a bloom of sparkly gold glitter to erupt in the water, coating the newcomer without getting any of his allies. As he does, a strange harmony emerges in his spell, causing his water snake to dissipate and a new, scarier one to appear next to the new creature. Move forward 20ft, casting glitterdust (DC 17 Will save negates blindness), using Harmonic Spell to save a round of bardic performance and to switch to a new watersong as a swift action.
'Blackjack' Jaques
|
Reflex 1d20 + 7 ⇒ (17) + 7 = 24
I assume the Bard songs probably ceased if the first battle looked 'resolved'
Blackjack charges in with a mighty battle-cry, the silvery trident thrust forward like some legendary sea-god!
Charge/PA+FF/two handed/Battle-cry/neg level
Attack 1d20 + 16 + 2 + 1 - 1 ⇒ (14) + 16 + 2 + 1 - 1 = 32
Damage 1d8 + 6 + 9 ⇒ (8) + 6 + 9 = 23
Battle Cry (ACG, 3/day) Allies within 30' gain +1 mor bon to atk and +4 mor bon to saves vs. fear for 1 min.