|Murphy the Wolf|
Natty runs in past the fight, making his way up the staircase, only to get onto the slippery bannister at the top. Then to slide down the opposite bannister, jump and launch at the firey thing, dagger in hand, hoping to tumble it down out of the air.
OK, it a bit Indiana Jones, but it's got to be done in as few moves as possible, in whatever rules might prevail in good ole society play. Probably a lot of dice rolls...Also chances of succeeding are exceedingly small... So happy for GM to roll whatever is required for Natty to do a bit of derring-do.
rage round 1 - rage power- Beast Totem +2 AC ( AC 21)
+1 large bastard sword: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 2d8 + 11 ⇒ (4, 7) + 11 = 22
Attack of Opportunity (Ferocious Strike & Channeling Force): 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d6 + 7 + 4 + 3 ⇒ (2) + 7 + 4 + 3 = 16
I'll use my reroll on that attack.
Attack of Opportunity Reroll +4 (Ferocious Strike & Channeling Force): 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32 - not a threat, but that should stick
Using +1 adamantine longsword (19-20/x2)
melee (longsword): 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 damage (S): 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11
|Murphy the Wolf|
Since her move provoked and was a full move, she would have attacked and moved...so she did not get the iterative attack.
After her scorching attack and single slash with her falchion, her flight up draws dual swings from Taman and Idruzi, which brings her down with a crash on the basalt floor.
*** out of combat ***
Natty(), Dresden(-15), Wolf(-39)
Two immense staircases sweep up each side of this entry hall, joining at a second floor twenty feet above. A well-furnished room extends to the north, and small doors lead to both the east and west.
Beyond the foyer, you see the doors to the patio you tried earlier.
This large room contains sofas and chairs upholstered in leather with a metallic sheen. A steel table is set with stone plates, crystalline cutlery, and gold-lined goblets. Doors to the north open onto a narrow terrace, and the portrait of a stern efreeti hangs along the west wall.
Umberto dismisses the spiritual weapon and sees to his wounds quickly so they can proceed.
clw wand: 1d8 + 1 ⇒ (8) + 1 = 9
clw wand: 1d8 + 1 ⇒ (3) + 1 = 4
clw wand: 1d8 + 1 ⇒ (2) + 1 = 3
clw wand: 1d8 + 1 ⇒ (4) + 1 = 5
He arms himself with a composite longbow if he's not to be up front, Quite the entrance we've made. Where to first?
"Guys here is my wand for healing. Can someone use it on me?"
13 charges if I take average of 5.5
"Dresden, you were hurt badly? Let me help here."
lay on hands: 3d6 ⇒ (5, 1, 6) = 12
Before we dip too deeply into the wands for Taman, Idruzi can share some healing around.
Cure Light Wounds on Taman (expending Remove Fear: 1d8 + 5 ⇒ (3) + 5 = 8
Cure Moderate Wounds on Taman (expending Lesser Restoration: 2d8 + 7 ⇒ (3, 4) + 7 = 14
"Before we go further, I'll ward us against flames," Idruzi says. "Gather around for a quick prayer to the Lucky Drunk."
I should probably cast Communal Resist Energy now, but this does mean that we'll need to proceed fairly quickly. The spell only lasts 70 minutes, divided by the number of targets. If anyone has enough fire resistance on their own, I can keep the duration up. (It gives fire resist 20)
Relevant-seeming spells Idruzi can offer if we want them now: Enlarge Person, Bull's Strength (preferably to someone that isn't using a belt yet - animal companion?) and Shield of Faith.
"Thank you Idruzi! Shall we continue guys?"
Ok, looks like everyone is topped off, and the bloody body of the house guardian lies in the foyer.
You do not hear any additional sounds or movement in the estate. Single closed doors are flanking the foyer to the east and west.
Looking into the larger room, you notice a number of closed double doors.
I have added #1-#8 on the map. I need two to agree on next location.
I agree with Umberto
Opening the door to the left, you see...
This room is apparently where the Cinderfurys work on contracts and trade deals with clients. Each of these meeting rooms contains a glass table etched with serpentine designs and high-backed glass chairs.
The double doors to the south are open and beyond you see...
This is another chamber the efreet use to entertain visitors and associates. A deep bath with stepped sides and filled with steaming water occupies most of this room. The bath’s contents are heavily salted with rare minerals mined from volcanoes and other fiery sites, and the composition is particularly soothing to outsiders with the fire subtype.
Taman looks around. If there is nothing of interest he moves to the next room upstairs.
perception: 1d20 + 9 ⇒ (11) + 9 = 20
Zaigan walks upstairs to closed doors (#7) and looks around trying to listen through the doors.
Perception: 1d20 + 12 ⇒ (17) + 12 = 29 +2 if there are invisible and incorporeal creatures
Whilst the other look at the rooms, Natty checks out the downed enemy for anything interesting the can be found. I mean, you never know what you might find on a defeated enemy, even if I did little to bring him down. Might even have a useful document or two, you never know til you look.
Perception taking a 10 10 + 13 = 23 +2 for hidden items
He then looks over the closed doors looking for any magical or clockwork mechanisms that might be problematic. Perception looking for traps 1d20 + 17 ⇒ (5) + 17 = 22 I don't know why I bother rolling ....
Zaigan, the map is not really clear but #7 is downstairs in the back room. #3 and #4 lead upstairs (to a different map slide)
Zaigan heads to the back room to listen.
Natty checks the fallen efreet guardian where she lays. Other than her smoldering clothing, he only sees the fine (MW) large falchion at her side on the floor.
After finishing his prayer to Cayden Cailean, Idruzi follows along with the rest of the party.
Did we want that Communal Resist Energy up now, or should we wait?
GM: ok, downstairs it is
He heads back to his comrades "Something is moving in that room. Be prepared when approaching that direction."
Taman opens the door on the eastern room and looks inside. room 2
perception: 1d20 + 9 ⇒ (17) + 9 = 26
Absent any votes to the contrary, Idruzi will cast that Communal Resist Energy spell during the prayer earlier.
Idruzi advances forward to the next room and opens the door when the party is in position.
Taman waits for Idruzi to open the door.
Idruzi opens the door to the southern room.
Felt-lined shelves from floor to ceiling cover every inch of wall space in this exquisite and relatively cool library. Each shelf contains a menagerie of books, ancient scrolls, maps, metal plates, and charts of all size, color, and design.
A large table sits in the middle of the room, holding stacks of books and stray sheets of parchment. Exotic trinkets and baubles are interspersed in the multitude of items, with each shelf labeled in angular text.
"I will guard the door."
Are we supposed to be doing anything to identify good places to drop our incriminating evidence at? A library seems like a good place to drop some papers off to me.
Labels on the 3 sections of shelves:
The angular text is in Ignan and labels each of the shelves, with Contracts, Lineages, and Magic being the most pervasive.
Idruzi figures it could take 10-20mins to search through just one of the sections. Closer to an hour for a person to search all three sections.
"I could read these books, but my ward against fire would fail before we finish. Should we take the time to read them now, or explore the rest of the estate?"
"The books can wait. Let's explore rest of the building first."
Yes, library seems like obvious place for those papers.
Let's go to 6 since it's closeby.
ok with 6
"Spose you want me to take a look at the door, well in for a penny..." he checks the door ready for anything to happen, which it invariably does, even if he doesn't find anything interesting!
Perception traps #6 1d20 + 17 ⇒ (18) + 17 = 35