Otiophon |
Kurse moves into the narrow corridor and continues to taunt the thing. "Sso if I move in here with everyone one elsse I guesss there iss ssome ingeniouss trap you'll sspring? Please tell me it iss not ssomething cliche like sspike wallss." He pauses for a moment to listen then adds,"If it iss sspike wallss Sslipss wantss to know if they are haunted house sspeed or evil lab sspeed."
I have another spear that I could use to temporarily jam and slow the inwardly-moving walls... :-)
GM bluedove |
Flurry of Arrows, 1st attack w/ PBS and cover: 1d20 + 7 + 1 - 4 ⇒ (8) + 7 + 1 - 4 = 12 <-Hits AC 21, 9 points
Flurry of Arrows, 2nd attack w/ PBS and cover: 1d20 + 7 + 1 - 4 ⇒ (18) + 7 + 1 - 4 = 22 Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Seeing the undead cleric is only clinging to this world by a narrow margin, Li lets arrows fly one last time. The second one strikes Dalirio hard and the ghoulish cleric rebounds against the curved wall behind his desk. The light of intelligence fades from his eyes, but not before he cries out,
"No! I am the champion of prophecy! Groetus will feast on your souls Pathfinders. The boneyard awaits us all..."
And that's game, folks! Make some perception checks and complete any wrap up. I will be working on getting everyone wrapped up and reported this evening.
Otiophon |
"Even without it being the Age of Lost Omens, that is not much of a prophecy: of course we will all end in Pharasma's boneyard," Oti thinks dismissively. "It is what we do between now and then that matters," is what he speaks to the twice-dying horror.
Calling over Friendlikh to assist, Oti begins searching the cramped space, starting with a thorough search of the desk - the most incongruous thing and the likely repository of any plans and papers. He opens and examines each drawer, removing them to look behind and underneath, and so forth.
Take 20, but here's a roll:
Perception (Aid Another?): 1d20 - 2 ⇒ (17) - 2 = 15
Li Shuo |
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
"Groetus sounds unpleasant. Better he remains in Boneyard."
Frindlikh Ardig |
Somewhat saddened that he could not land the killing blow himself, Frindlikh mutters out ...Teppish
Then, on Oti's instigation, he starts searching the room:
Aided take 20 for a total of 28, so far. Or, if a roll is needed:
Prc: 1d20 + 6 ⇒ (1) + 6 = 7 Let's hope a roll is not needed
bluedove |
As the dust from the battle clears, the occupants of the cages stand and peer out tentatively. They thank the Pathfinders for their timely rescue and babble with relief and joy over their ordeal.
A thorough search reveals a chest under the desk contains several Cassomir trade bars worth 2,500 gp.
Frindlikh pours through the desk and discovers a false bottom in the top drawer. Inside the compartment, manuscripts describe two sinister plans: the first details Dalirio’s desire to create small bands of skeletons to assault Cassomir, and the second talks of a derro plan to use secret tunnels to infiltrate a major Cassomir building and kidnap everyone inside.
Li discovers a small switch on the floor near the desk that responds to pressure, although he is uncertain as to what it does...
Li Shuo |
All things in the universe being merely illusions, danger is also illusory. Li presses the switch.
Otiophon |
Oti gives Frindlikh a congratulatory pat on the shoulder for finding the documents and says, "It is a good thing that you found those, Frindlikh. Some enemies of Taldor might not have wanted them to be found, and innocent people would then suffer."
"Now, we should clear out the innocents from the area, in case the switch is some deadfall or destruction trigger. Kurse, would you stay with them? And, Frindlikh would you check for traps?"
With the preparations made, Li flips the switch.
Oti peers down the newly-revealed hallway with darkvision and detect evil.
I'll assume it is a tantalizing lead for future efforts since we seem to be at the end of this scenario.
Frindlikh Ardig |
Anything for you, m'lord.
Mistaking, or at least wrongly assuming, the armour clad paladin to be of nobility, Frindlikh sets out to do as Otiophon says.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Here, also assuming that this is the lead-in to the next scenario.
bluedove |
The journey back to the surface seems to stretch on far longer than it should as you plod along at the pace of the weakened captives, ever upward toward the open air and freedom. Tiny scrabbles in the distant darkness set the captives clutching at each other for comfort with wide, frightened eyes. Fortunately nothing challenges your parade of exhausted, bedraggled bodies through the narrow tomb halls and sewer-ways. The sun has risen over the city-scape by the time you spill out of the underground and stand blinking in the light of day. Garver startles from his long wait and rushes to help you get your rescues to a healer.
The surviving engineers and other kidnapping victims praise the Pathfinders for their timely intervention and speak well of your names to all who will listen. Hestia becomes worried about the uncovered plot to infiltrate a Cassomir building and make off with all of its inhabitants. She warns Cassomir’s officials about the tunnel system but is unable to provoke any satisfying responses from them. It seems the authorities either think the claims are false or exaggerated, or perhaps they simply can’t cut though the bureaucracy to make anything happen about the matter in a timely fashion. Whatever the reason, the Venture Captain is clearly frustrated with a lack of response and asks that you delay your travel plans yet again as you all anxiously wait for the danger to make itself known.
bluedove |
The next day passes slowly as storm clouds roll in off the water, casting a dreary pall over the city of Cassomir. No word comes from the Venture-Captain and any inquiries you make are turned away with a glum report from her assistant, Cestis... "No news yet, sorry."
A heavy fog moves in that night and you rest uneasily, troubled by the lack of response from the local authorities. You rise early the next day, and even though no overt alarm sounds, you know something is amiss. People outside on the street move too quickly and watch their surroundings more than usual and the common room of the Inn buzzes with the combined sounds of lowered voices speaking to each other with much fervor. You need not strain to overhear a particularly boisterous pair of old gents as they argue over steaming cups.
"'Tis a plot, I tell ya! They plotted to escape, an' now they have. Tha whole lot 'o them! It's no wonder with how they let them stroll around like they please!"
"Bah! You're not lis'nin again... There's guards missin' too! You think the swift guard would be tromping into the sewers of their own free will too? Knowing the thief takers would soon be at their backs?"
"They might! If'n tha price was right!"
"Nah, I'm not fer believin' that. Somethin' happened to those folks. Somethin' bad."
Your breakfast is still cooling when Cestis bursts through the door, a bundle of nervous energy. "I'll... um, need you to gather up your gear as soon as you've finished breaking your fast, Pathfinders. Meet us at the Pathfinder Lodge, Venture-Captain Themis needs to speak with you all right away."
...........................................................................
Once you arrive, Cestis waves you on to Hestia's office where the petite woman rifles through a stack of papers in front of her on her enormous blackwood desk.
Venture-Captain Hestia Themis, a woman of small stature, but great importance within Cassomir, sweeps locks of thick, raven hair away from her face. As she starts to speak, shrill horns bellow an alarm. Hestia pauses for the signal to quiet with an annoyed look on her face, and as the trumpeting ring fades, her booming voice continues.
“Colleagues, the city of Cassomir declared a state of emergency this morning. They failed to heed our warnings and late last night, a swarm of rats poured into Cassomir’s streets, spilling from every sewer grate within the Old Cassomir district. As the city guards dealt with this infestation, a large assault force of derros penetrated Swift Prison. Within a few hours, the derros emptied the Swift, and marched their new slaves into the Darklands. Normally we defer incidents like this to the authorities, but I offered our assistance and they have wisely chosen to accept it." She allowed herself a smug smile as she says this and refers again to the papers in front of her.
She lowers her voice as she speaks her next words. "There’s an item of interest, a church bell called the 'bell of obedience', that may reside in Swift Prison’s chapel. We want to catalogue it and may never have another opportunity to explore the Swift unsupervised. While investigating the derro invasion, head to the chapel and inspect the bell. If possible, I want you to determine whether the Chapel’s bell is in fact the legendary 'bell of obedience' without taking it from the prison. Cassomir’s constabulary is as of this moment fighting Cult of Nature’s Cataclysm devotees at the south entrance to the prison. The constabulary agreed to distract the cultists there so that you might approach the Swift from its north side and enter the prison from the south gate behind the cultists.”
She raps sharply on the desk and a moment later, Cestis opens the office door and a familiar teenage boy enters and approaches at Hestia's gesture.
“This is Nefti — I believe some of you may know him already. Though he works with the Aspis Consortium, he helped us rescue my assistant, Cestis, when this derro business began. It seems Nefti happened to be serving a debtor’s term inside the Swift when the abductions took place. For his testimony to last night’s events we secured his release. He agreed to escort you to a spot north of the Swift where he will tell you all he knows. Any questions before you set off?”
Marco Vail |
Marco nods to Nefti when he comes out. "How did you escape capture this time?"
Next, Marco has a question for Captain Themis: "What can you tell us about the 'bell of obedience' to help us recognize it?"
Frindlikh Ardig |
Frindlikh tries to remember what this 'bell of obedience' is
K(Local: 1d20 + 7 ⇒ (20) + 7 = 27
Strange, I always thought it was called 'bell of obecience'
Jorag |
Jorag managed a smile amidst all the dour expression, not least of which his own, and patted Marco on the shoulder. "Well I suppose it will be the object that looks like a bell, wouldnt it Marco?" He produced a gentle, sincere laugh, patting the shoulder again before letting go. "In all seriousness though, I suspect it will be suitably impressive looking if it is indeed this Obedience bell. How many bells could there be anyway?"
Returning to his own concerned look, he added. "These cultists, how is it that they have managed a protracted engagement near the Swift? Wouldnt the city guard have been able to handle such a thing by now? Or are their numbers far greater than one would expect from such a cult?"
GM bluedove |
Marco nods to Nefti when he comes out. "How did you escape capture this time?"
Nefti, a lad of no more than 15 years, you'd guess, shrugs amicably, "The same way I always do, I hid myself. My master Kafar says as skinny as I am, I can turn sideways in the wind and disappear." He chuckles, and then demonstrates by ducking out of sight behind Svetlana... very close behind her. He then steps back out into plain view, grinning widely. The icy beauty's eye falls upon him and wipes the grin from his face and replaces it with a sheepish expression and a slight blush.
He clears his throat and excuses himself, "I'll wait until you're ready to go. I'll answer all your questions once we near the prison." And he ducks out of the crowded office back into the entry hall with Cestis.
Otiophon |
Strange, I always thought it was called 'bell of obecience'
LOL!
Oti shows no mirth or smugness at the news, but stares ahead, slowly forming a fist and releasing it, seeming to test and break-in the gauntlets of his new full plate armor. Inside, his chest feels hollow, as he has come to know many of the prisoners, their already-dire plight now turned into a much worse horror, indifference piling on indifference and allowing true evil to strike. His own efforts to speak on their behalf - one stranger, one 'do-gooder', in a city of politics and mixed motives - had so far been for naught. Now, back it is to the sword.
Oti does not trust Nefti in the slightest, despite their previous association of necessity and the newly-demonstrated disappearing act. "Much too convenient. And, if I would ever gamble, I would not like the odds that the one we know and who knows us is the one to 'escape'."
While not expecting a detectable aura from one so minor, Oti nonetheless looks deeply into Nefti, trying to detect evil.
Sense Motive: 1d20 - 2 ⇒ (16) - 2 = 14
In case he had been able to find out anything more prior to this point:
Diplomacy (Gather Information): 1d20 + 9 ⇒ (1) + 9 = 10
Apparently not. Maybe he was busy (re)fighting the vermin swarm.
'Hellion' Svetlana Irriseni |
Svetlana wanders over to Oti, one eye still on Nefti, and gives the new plate a few testing taps with her mailed fist "Looks solid enough, might get some myself later perhaps, won't it make you a bit slow though?" she taps it a few more times, seemingly enjoying the sound of metal clanging on metal "Not real subtle either eh?" she jokes.
Svetlana wanders past the tavern and asks her adoring arena fans if they know anything useful.
Diplomacy (gather info) 1d20 + 7 ⇒ (18) + 7 = 25
bluedove |
Next, Marco has a question for Captain Themis: "What can you tell us about the 'bell of obedience' to help us recognize it?"
"As we have yet to catalog it, I cannot be sure as to the details. Certainly it will be an ancient bell of master craftsmanship and it's likely to bear a magical aura. I believe you have the means to detect such auras? Good, I look forward to your report, Master Vail. The Swift's bell is rumored to have a soothing effect on prisoners, this is why we suspect it may be this 'bell of obedience' mentioned in various lore."
She then addresses Jorag, "I wouldn't have thought they had the manpower either, but the cultists scraped together enough to keep the watch busy while the derro cleared the prison. Nefti will tell you what he saw and where he saw the prisoners taken. Once you've seen to the artifact we discussed, follow the derro's trail and recover our citizens if you possibly can. Bring them home, Pathfinders."Otiophon scrutinizes the young lad, Nefti, but he detects no taint of evil nor any sign that he is dissembling.
Prisoners of the Swift skilled in magic swear the bell strongly radiates arcane power from the school of enchantment. They noted the quieting effect of the bell, confirming Themis' statement.
A bell dating back to the time of old Azlant is rumored to make those who hear its clear ring susceptible to suggestion.
Some whisper that human hands did not construct the bell, but rather that the aberrant masters of a once mighty empire crafted it.
...........................................................................
Cestis has dutifully laid out your missives out in a neat row for you to pick up on your way out. He gives you all a grim, but encouraging smile. "Be careful down there... and good luck!"
Faction Missions for The Devil We Know Part IV: The Rules of the Swift
(Remember these are just for fun if you are interested, not required)
Andoran Faction Mission, optional (Alternate for Silver Crusade)
Osirion Faction Mission, optional (Alternate for Grand Lodge)
Taldan Faction Mission, optional (Alternate for Sczarni)
...........................................................................
Otiophon tromps around asking everyone who will make eye contact, "What can you tell me about the recent trouble!?" He sends just about as many scampering away shaking their heads as stand their ground and answer him, but he does manage to learn that he rat plague came from the sewers under Cassomir.
Some folks say Nature’s Cataclysm druids sent the rats as the city’s punishment for greedily taking too much blackwood for their ship building industries.
Meanwhile, Svetlana makes a few discrete inquiries and soon finds herself surrounded by all manner of the male species, and even a few doe-eyed women, all eager to tell her what they saw or heard.
One tells a tale about a decayed, smelly undead creature that ordered several mangy looking humans to stay behind and harass any who attempted to enter the keep.
Another warns her that after the derros abandoned the Swift, two humans who weren’t prisoners or guards were seen skulking about the Swift’s chapel.
Finally a shrewd looking character with steely eyes tells her quietly that the derros rounded up the entire population of Swift Prison, but after meeting with a wealthy-looking human they released one individual into his custody.
GM bluedove |
Nefti leads the way as you set off on your mission, his eyes always moving as you make your way through the streets of Old Cassomir.
You approach the Swift from the north and about a block from the gates, Nefti motions you to gather in the shadows to hear him speak.
"This is as far as I go, friends. The derro herded the prisoners into the main keep. They must have broken through into the Keep's basement levels from the old Ismacco tunnels. Deep below the keep, within the sewers, the derros are marching the guards and prisoners into the depths of Golarion, but it will be slow going. Be careful, several of those Nature’s Cataclysm freaks still roam the Swift’s grounds.”
He kneels down on the ground and scratches a rudimentary map in the dust and then taps the nortwest corner with a grubby finger.
"There is a path between trees and small buildings that will provide good cover as you work your way in. Travel along the west side to reach the Keep and once inside, then just keep heading down. Good luck."
Marco Vail |
Marco pulls out a scroll and keeps it handy. He looks for the chapel in relation to Nefti's map to the underground. He points it out if he sees it, and then falls in line following the more martial Agents through the grounds.
Frindlikh Ardig |
I've read about it in the Kitharodian library - stumbled across it by accident. Frindlikh relates his knowledge on the bell. By it's name, a tool to suppress, and as some suggest, not even built by humans.
Let's hope nobody figures out how it works, or we're in for a real treat
Frindlikh follows right behind the Irriseni pit fiend and the paladin.
Jorag |
"Let us not delay any longer than we have to." Jorag said, setting off in the indicated direction. "I will perform the rites of bonding while we move." He said, slowing down to let the others overtake him and lead the way.
Spending a minute to establish Caravan Bond.
bluedove |
Li Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Frindlikh Stealth: 1d20 + 11 ⇒ (19) + 11 = 30
Svetlana Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Li Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Frindlikh Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Otiophon Perception: 1d20 - 2 ⇒ (4) - 2 = 2
Jorag Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Marco Perception: 1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Svetlana Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Li Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Frindlikh Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Otiophon Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Jorag Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Marco Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Enemy Initiative: 1d20 - 1 ⇒ (3) - 1 = 2
Nefti ducks his head in acknowledgement and gives you a farewell salute as he slips away down an alley, soon lost to your sight in the shadowy lane.
You move on the prison following Nefti's suggested route and the slippery fellow's advice proves quite helpful as the narrow path and foliage do indeed aid your attempts at stealth as Li and Frindlikh lead the way. The wind blows toward the southwest, thankfully placing you downwind. You hear the harsh sounds of battle ringing out on the distant eastern side grow louder as you approach Debtors Lane and pause to listen before moving ahead.
Svetlana and Frindlikh pick up on the sound of a low voice mumbling a curse-filled prayer not far around the corner. About that moment, Otiophon comes jogging up and the resultant racket draws shouts of alarm and many telltale shrieks of several angry dire rats and you know your presence has been detected!
Initiative Order - Round 1 (If your name is in bold, I am calling for your action now)
-------------------------------------
Li
Otiophon
Svetlana
Frindlikh
Marco
Jorag
Enemy
Current Encounter Map at the top of the thread has been updated, utilizing initiative to infer marching order. Frindlikh and Li approached using stealth and Frind remains unseen by the enemy.
Note these are 10 foot squares.
'Hellion' Svetlana Irriseni |
"Get into the front of 'em Oti and I'll move in behind you"
Svetlana will move across east 20' and use reach to attack.
Hopefully Oti steps in front and they can both bring weapons to bear on the front ranks...
Plan will be to leave spoace for Oti and Li to get in close, Oti and Li if you have a different plan let me know
Jorag |
"Well, Li was an archer last I checked, so maybe not him :) I also moved your token on the map for you.
Rushing up behind Svetlana, Jorag raised his arms and called upon Kurgess, his voice thick with reverence and excitement. "Once more the schemers are brought to honest battle mighty Kurgess, bestow your favor on the work of your champions!" As he finished, he threw his arms up and out, a cascade of glowing motes exploding into the air and drifting down in a large area. Those falling upon their enemies passed through them, hitting the ground and dissipating, but those falling upon his allies stuck to them, causing their heads and shoulders to sparkle briefly before fading.
Cast Bless.
'Hellion' Svetlana Irriseni |
LOL just didn't want to turn it into a coridoormelee where only two can strike...
Svetlana will strike from her position.
Attack 1d20 + 7 ⇒ (15) + 7 = 22
Damage 1d10 + 9 ⇒ (1) + 9 = 10
Frindlikh Ardig |
Frindlikh stays in hiding, drawing both kukris, and patiently waits until an enemy comes into range.
Ready attack/delay
Li Shuo |
Li steps out into the alley. Having met these foes before, he has no reason to offer parley or quarter. He simply starts shooting at the rats.
Flurry of Arrows, 1st shot, PBS & Bless: 1d20 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 101d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Flurry of Arrows, 2nd shot, PBS & Bless: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 171d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
bluedove |
Initiative Order - Round 1
-------------------------------------
Li - hits DRC Red for 5 damage
Svetlana - kills a druid
Otiophon: - delays, kills a druid
Attack w/ Longsword: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Crit confirm: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Frindlikh - delays
Marco - casts Mage Armor
Jorag - casts Bless
Enemy:
Druid 3 Shillelagh Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Druid 4 - casts
DRC Red Bite: 1d20 + 2 ⇒ (4) + 2 = 6
DRC Orange Bite: 1d20 + 2 ⇒ (17) + 2 = 19
DRC Blue Bite: 1d20 + 2 ⇒ (4) + 2 = 6
DRC Cyan Bite: 1d20 + 2 ⇒ (4) + 2 = 6
DR Yellow - climbs walls
DR Green - climbs walls
DR Purple - climbs walls
DR Magenta - climbs walls
-------------------------------------Round 2
Li
Svetlana
Otiophon
Frindlikh
Marco
Jorag
Otiophon waits until Svetlana has had her stab at them, knocking out one of the druids outright. The paladin moves over the body to slash with his longsword at the next one in line and strikes a particularly deadly wound, felling a second. The third druid raises his club and swings at Oti, but the club rebounds off his armor.
With a guttural command, the rats climb the walls of the buildings beside them, moving toward you. They crowd in, surrounding Oti but they fail to get ahold of him.
The fourth druid steps up behind his brother and begins casting, a moment later the grass and weeds spring to life and begin to coil around your ankles to hold you in place. Even the tree branches reach down to wrap around you. Oti, Svetlana, Li and Jorag manage to jerk aside before they are caught up, but the others struggle against their verdant bonds.
Frindlikh and Marco are Entangled. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
The green circle is the area of effect. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
Svetlana Reflex Save: 1d20 + 3 ⇒ (18) + 3 = 21
Li Reflex Save: 1d20 + 3 ⇒ (19) + 3 = 22
Frindlikh Reflex Save: 1d20 + 8 ⇒ (4) + 8 = 12 Entangled
Otiophon Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23
Jorag Reflex Save: 1d20 + 2 ⇒ (12) + 2 = 14
Marco Reflex Save: 1d20 + 1 ⇒ (7) + 1 = 8 Entangled
Jorag |
"Thats the spirit Oti." Jorag shouted with excitement as the paladin skewered his opponent. "One could think you were channeling the skill of Kurgess himself." He raised his arms and made the familiar motions of Kurgess' blessing. "And if you werent, you are now!"
Bit of Luck on Oti, then move out of the entangle area. I also took the liberty of moving the Entangle indicator to the back so counters inside can be moved more easily
'Hellion' Svetlana Irriseni |
That's awesome! If difficult terrain they will provke a lot of AOO's off Svetlana if they move about. Reach + Combat Reflexes.
Svetlana stabs at a rat Orange
Attack 1d20 + 7 ⇒ (11) + 7 = 18
Damage 1d10 + 9 ⇒ (6) + 9 = 15
Reflex 1d20 + 3 ⇒ (10) + 3 = 13
Jorag |
Oh, I had almost forgotten I can let allies ignore difficult terrain for a turn as a free action. So if anyone needs it, call it out and Jorag will have given it on his turn, DM allowing.
Marco Vail |
Concentration check: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
Marco manages to keep his hands clear of the writhing vines as he casts a spell. He throws an orb of acid at one of the rats that emerged from the alley into his line of fire, but it splashes harmlessly against the wall.
Ranged touch attack vs red or yellow rat: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9
Li Shuo |
Li calmly ignores the entangling foliage and continues to fire at the rats.
Flurry of Arrows, 1st shot, PBS & Bless: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 111d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Flurry of Arrows, 2nd shot, PBS & Bless: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 271d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Jorag |
Right you are, somehow I failed to realize the weapon and weapon focus bonuses. In looking though, I think you have one too many feats. You have 4 that arent class related bonus feats unless im missing something.
Not trying to be an a ss, honest.
bluedove |
Hero Lab says you're wrong. I'm not interested in tracking it down at the moment.
Well, I felt obligated to double check and PC Gen confirms the build is legal, just for the record. Moving on..
Initiative Order - Round 1
-------------------------------------
Li - hits DRC Red for 5 damage
Svetlana - kills a druid
Otiophon: - delays, kills a druid
Frindlikh - delays
Marco - casts Mage Armor
Jorag - casts Bless
Enemy: Attacked
-------------------------------------Round 2
Li - hits and kills DRC red
Svetlana - hits and kills DRC red
Frindlikh - delays
Marco - fires ray, misses
Jorag - BoL on Oti and moves
Otiophon - kills another Druid and steps out of Entangle area.
Attack w/ Longsword: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
BoL Attack w/ Longsword: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Enemy:
Druid 4 Shillelagh Attack: 1d20 + 2 ⇒ (17) + 2 = 19
DRC Blue Bite: 1d20 + 2 ⇒ (5) + 2 = 7
DRC Cyan Bite: 1d20 + 2 ⇒ (11) + 2 = 13
DR Yellow Bite: 1d20 + 1 ⇒ (18) + 1 = 19
DR Green Bite: 1d20 + 1 ⇒ (18) + 1 = 19
DR Purple Bite: 1d20 + 1 ⇒ (20) + 1 = 21 Damage: 1d4 ⇒ 3
DR Magenta Bite: 1d20 + 1 ⇒ (9) + 1 = 10
-------------------------------------Round 3
Li
Svetlana
Frindlikh
Marco
Jorag
Otiophon
Li and Svetlana both take out their targets while Otiophon waits for Jorag to reach him and bestow Kurgess' favor before pressing the attack again. He runs another druid through and then steps over his body, out of the druid's entangling circle. The rats, seeing the last of their human masters threatened, converge on the paladin snapping their yellow teeth. But his defenses hold, for the most part. He deflects the druid's blow with his shield and only one of the rats manages to find flesh with teeth. Otiophon takes 3 damage
'Hellion' Svetlana Irriseni |
Svetlana maintains the attack "One behind ya Oti!"
Svetlana stabs at a rat Yellow
Normal attack with flank.
Attack 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Damage 1d10 + 6 ⇒ (10) + 6 = 16