Kanubis Reborned
|
Okay. That's fine, but not good enough.
First, we have slight idea about where are we going to meet in an hour. Second -we have no thief to take what we want.
So the plan is to see, how this place is secured and if it will be locked when our client leave for dinner. K'Anubis gonna spend some time here for business purposes and when he see that our client leave - he will check if door locked. In this case he will just follow within a far distance.
Surely that can be another person, more sneaky than K'Anubis.
If you think it is too dangerous - we'll left this plan undone.
Master Jeeves
|
GM ... Let us know if you're waiting on us for something, but I think we're ready for you to advance us to the warehouse.
Kanubis Reborned
|
Knaubis agree to wait for an hour, find some food (not beans:) and follow to the warehouse where gonna be meeting. Actually its good we have a time advantage - possibly time to take a look around there.
This fellow Themolin was nervous. And now this suggestion to meet in warehouse. I do not like it. I feel troubles.
Beckett the Burned Mage
|
Beckett also is fine with heading to the warehouse and scoping it out ahead of time.
I am not going to try and steal the affidavit. He's a nervous sort we can just push him to reveal what it said once we're at the warehouse.
| GMAndrewW |
OK, in that case we move to the warehouse.
You head over to the warehouse, it is a large struture, well built and well maintained and stands out as such amongst the rather more dilapidated buildings which surround it. Two sets of large double doors provide an entrance to the building, one to the south and the other to the east. There are windows but they are set high up in the walls, well out of reach.
Actually, at this point we will do something I should probably have been asking you to do previously. What exploration activity are each of you doing as you head to the warehouse?
What do you do? Both sets of doors are shut, the southern doors have a large padlock on them, the eatern doors are slightly ajar. Imagine the doors like big sliding double doors, set on rails.
Kanubis Reborned
|
My previous post was about taking a look around. This might be different activitys. I think that Investigate would be fine to this situation. As a plan B - jsut Search
K'Anubis wanna look around... seems like this place a bit separated. So if one of the doors (large one) is slightly opened - he won't enter but spend half minute to listen...
Master Jeeves
|
While K'Anubis listens at the eastern doors, Jeeves looks up at the windows. He turns to his fellow gnome, "Miss Gita ... I can summon an invisible being that could fly your cat up to peer into that upper window. If we did that, would Git be able to share what it sees?"
Jeeves waits for her response. If she doesn't like the idea, he smiles. "I understand of course. It is admittedly a crazy notion." He then joins K'Anubis at the eastern doors.
Exploration Mode: Search
Master Jeeves
|
Still amazed at Gita's intelligent cat, Jeeves nods and excitedly says, "One servant, coming right up!" He strums his lyre and chants,
"Here at a warehouse
That we need to scout.
A cat and a servant
Will be our lookout."
Jeeves casts Unseen Servant.
Jeeves hands Git to the Unseen Servant. He directs it to fly up with the cat, to be just outside the nearest window. After a short while, he directs the servant to return.
According to the description of Bulk on pg. 272 of the CRB: With a Str mod of -4, an Unseen Servant can carry up to 6 Bulk (encumbered). Small creatures (cats) are considered Bulk 3, so it should be possible. If the GM rules otherwise, it was fun to try!
| GMAndrewW |
Checking the outside of the warehouse reveals little. The place is well maintained but the windows appear quite dirty. Git can tell that the dirt is on the inside, almost as if someone didnt want people peering in and being nosey!
Beckett detects no magic other than what you brought with you while K'Anubis and Harsk hear nothing listening at the door.
As a reminder, Perception checks are generally secret rolls. I have rolled for you.
What do you do
Master Jeeves
|
Git appears to hover in midair as she peeks through the window. She then seems to float down gently, as the invisible servant returns to the earth. After directing the servant to return the cat to Gita, Jeeves smiles at the cat, "Our thanks, Git. Well done."
He has the servant follow him as he joins K'Anubis and Harsk at the eastern door. When they report they haven't heard anything, Jeeves leans over and peeks into the opening. After a quick look, he steps back to give others a chance.
Perception +8. Exploration Mode: Search.
Kanubis Reborned
|
So, no more options is found? Kanubis smiles and nods, seeing flying cat...
Ok, lets check inside. Mybe someone want to stay outside and watch to prevent upcoming surprises.
Kanubis, after staying for a while near eastern door, wanna go in. If the door is opened enough to him to enter - he will. Or slide it ajar a bit more and enter thereafter.
| GMAndrewW |
You push open the large doors, they rather creak and rattle on their rails. The inside of the warehouse is hot and gloomy. Shafts of weak sunlight lance down from the upper windows, illuminating floating motes of dust. As you turn the corner you see the man you met at the Ministy of Tithes talking to the receptionist.
So, it's you lot, I thought there was something fishy about you. Now it turns out you are wrapped up in Themolins treacery as well. Two birds with one stone, get them!
At that point two armed thugs step out of the shadows.
Init, Gita, Per: 1d20 + 4 ⇒ (13) + 4 = 17
Init, K'Anubis, Per: 1d20 + 6 ⇒ (9) + 6 = 15
Init, Harsk, Per: 1d20 + 8 ⇒ (3) + 8 = 11
Init, Jeeves, Per: 1d20 + 8 ⇒ (17) + 8 = 25
Init, Beckett, Per: 1d20 + 4 ⇒ (1) + 4 = 5
Green Thug: 1d20 ⇒ 17
Blue Thug: 1d20 ⇒ 1
Barallbus: 1d20 ⇒ 16
Round 1
Jeeves
-----------------------------
Green Thug
Barallbus
-----------------------------
Gita
K'Anubis
Harsk
------------------------------
Blue Thug
------------------------------
Beckett
Bold may act
Group Effects:
Gita
K'Anubis
Harsk
Dar
Beckett
Jeeves
A note on the environment. The ceiling is 30' high. The piles of crates are 15' high. They block movement and count as hard corners for getting about. You could try and climb them but it will require athletics checks to climb to do so. Climbing does require you have your hands free. I assume you do not have weapons out as you were told you must keep your weapons stowed at all times.
Master Jeeves
|
Jeeves takes a quick look around the room and considers his options. He glares at Barrelbus, the rude guy back at the Ministry. "Allow me to provide some inspiration...", he says to the group, as he begins strumming his lyre.
"Here in the warehouse we fight.
A wrong we intend to make right.
.....You'll soon be a-hurting.
.....An end to your flirting.
Your face, soon a hideous sight."
Jeeves casts Inspire Courage. All allies get +1 on their attack rolls and damage rolls -- including spell attack/damage rolls.
He finishes with a flourish to allow it to last longer than 1 round.
Performance-Lingering Composition: 1d20 + 13 ⇒ (14) + 13 = 27
For 1 Focus Point, he adds Lingering Composition (succeeds at DC 18 for a party of 3rd lvl PCs or lower). Inspire Courage will be in effect for 3 rounds, instead of 1.
Now that his music is playing, he sees Harsk standing next to him. "Master Harsk, allow me to enhance your war axe." He reaches out, touches the axe, and chants,
"As you prepare to fight, I shall play my harp.
And much to your delight, your axe is extra sharp."
Jeeves casts Magic Weapon on Harsk's war axe. It has a +1 item bonus (which stacks with the +1 status bonus from Inspire Courage) and it adds an extra damage die. Lasts for 10 rounds.
Actions: Inspire Courage (1 action). Magic Weapon (2 actions)
| GMAndrewW |
Baralbus moves up behind his bully boys. He starts to chant, long and low. As he does so he forms a ball of flame between his hands which leaps over the thugs and strikes directly at Harsk!
Meanwhile, one of the thugs darts forward, rapier in hand, and stabs K'Anubis. His first strike hits something vital in his leg, causing him to double over which makes the second slice go wide.
Harsk, I have rolled your reflex save in the spoiler below. Let me know if you are happy with it or if you would like to use a hero point reroll. K'Anubis takes 29 damage from a crit. Could everyone please include in your profile how many hero points you have so I know if I need to ask if you want to reroll or not.
Harsk, reflex: 1d20 + 9 ⇒ (6) + 9 = 15
Green thugs spends his first action to move up to K'Anubis and then strikes twice. K'Anubis is flat footed to these attacks due to an ability they have which looks like it makes his AC14. As a note, my rolls generally do not include enemy attack or save modifiers.
Rapier vs K'nubis, FF: 1d20 ⇒ 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Sneak: 1d6 ⇒ 5
Deadly: 1d8 ⇒ 3
2nd Rapier vs K'nubis, FF: 1d20 - 5 ⇒ (1) - 5 = -4
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Sneak: 1d6 ⇒ 6
Round 1
Jeeves
-----------------------------
Green Thug
Barallbus
-----------------------------
Gita
K'Anubis
Harsk - need save decision
------------------------------
Blue Thug
------------------------------
Beckett
Bold may act
Group Effects:
Gita 18|18
K'Anubis 7|36
Harsk 34|34
Dar 24|24
Beckett 20|20
Jeeves 38|38
Dar Credito, 2e Sorcerer
|
Baralbus moves up behind his bully boys. He starts to chant, long and low. As he does so he forms a ball of flame between his hands which leaps over the thugs and strikes directly at Harsk!
This doesn't make any sense. You rolled a 17 initiative for Gita and a 16 initiative for Barralbus. How is he chanting before she gets a turn?
| GMAndrewW |
GMAndrewW wrote:Baralbus moves up behind his bully boys. He starts to chant, long and low. As he does so he forms a ball of flame between his hands which leaps over the thugs and strikes directly at Harsk!This doesn't make any sense. You rolled a 17 initiative for Gita and a 16 initiative for Barralbus. How is he chanting before she gets a turn?
If you look at my rolls you will note that I do not include the modifiers for the enemies in them. I do have the modifies for PCs in them. The initiative order is correct.
Harsk is badly bruned by the ball of fire which remains sitting at his feet.
Flaming Sphere: 3d6 ⇒ (6, 5, 3) = 14
Round 1
Jeeves
-----------------------------
Barallbus
Green Thug
-----------------------------
Gita
K'Anubis
Harsk
------------------------------
Blue Thug
------------------------------
Beckett
Bold may act
Group Effects:
Gita 18|18
K'Anubis 7|36
Harsk 20|34
Dar 24|24
Beckett 20|20
Jeeves 38|38
| GMAndrewW |
Gita is shocked at K'Anubis' leg wound, but her training was good and she goes straight into a 2-action heal on the monk:
[dice=2-action-heal-spell]1d8+8
She then draws her rapier.
Gita, please wait until I have bolded you before acting. I have now done so but you rather pre-empted it.
Gita brings some relief to K'Anubis.
Round 1
Jeeves
-----------------------------
Barallbus
Green Thug
-----------------------------
Gita
K'Anubis
Harsk
------------------------------
Blue Thug
------------------------------
Beckett
Bold may act
Group Effects: Inspire Courage 3|3
Gita 18|18
K'Anubis 17|36
Harsk 20|34
Dar 24|24
Beckett 20|20
Jeeves 38|38
Master Jeeves
|
As part of his inspiration, Jeeves cheers on Harsk and K'Anubis. "You can do this, gentlemen!"
Guys, remember you have +1 attack/damage for your rolls, and if Harsk uses his war axe, he instead has Attack at: +2, and Damage at: +1 PLUS an extra damage die.
P.S. Looks like there's a flanking opportunity for both of you, if Harsk moves first....
Kanubis Reborned
|
K'Anubis haveb't expect such quick escalation. He prepared an answer to Barallbus smoothly seen throug crates. Am i right there are some holes within crate piles? 15 feet tall... can I drop these crates at aenemy?
At the very next momment K'Anubis feel terrifying pain in his leg and see person nearby. Jeeves declaring something as the monk feel precious healing and wave of adrenalin. K'Anubs becomes living monlith entering Mountain Stance and revenge the target with knees and elbows, preventively farting at his\her face.
HADOUKEN!
Flury of blows, Stunning Fist: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Flury of blows 2, Stunning Fist: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
dmg, bludgeoning: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 x2dmg total and Stunning atempt DC 18 Fort please.
Kanubis take couple steps towards crates and start to climb through towards the spellcaster...
Athletics: 1d20 + 8 ⇒ (3) + 8 = 11
...but can't find good holdings to start. and wait in the corner expecting troubles.
| GMAndrewW |
If using a class ability such as stunning fist please make sure that your post explains what it does
K'Anubis kicks the man in the groin and then runs off, failing to clamber up the boxes.
He makes the stunning fist DC but the crit deals 14 damage
Stunning fist: 1d20 ⇒ 17
Round 1
Jeeves
-----------------------------
Barallbus
Green Thug
-----------------------------
Gita
K'Anubis
Harsk
------------------------------
Blue Thug
------------------------------
Beckett
Bold may act
Group Effects: Inspire Courage 3|3
Gita 18|18
K'Anubis 17|36
Harsk 20|34
Dar 24|24
Beckett 20|20
Jeeves 38|38
Green thug 14 damage
Harsk dwarf ranger2
|
Harsk steps, draws his axe and swings.
Gentlemen? Who's that gnome fooling with our farts?
"Argh take that"
attack w/ bonus: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 1 ⇒ (4) + 1 = 5
extra damage: 1d8 ⇒ 4
| GMAndrewW |
Harsk steps forward and, inspired by Jeeves, cuts down the ruffian who slumps to the ground, a viscious looking wound leaking blood from his head.
The second ruffian darts foward, skirting past Harsk and stabbing at Beckett, taking advantage of his slow reflexes. He catches the lttle goblin unawares and runs his through the arm.
Blue moves twice and stabs Beckett vs flat footed AC15
Rapier vs FF: 1d20 ⇒ 7
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Sneak: 1d6 ⇒ 2
Round 1
Jeeves
-----------------------------
Barallbus
Green Thug
-----------------------------
Gita
K'Anubis
Harsk
------------------------------
Blue Thug
------------------------------
Beckett
Bold may act
Group Effects: Inspire Courage 3|3
Gita 18|18
K'Anubis 17|36
Harsk 20|34
Dar 24|24
Beckett 14|20
Jeeves 38|38
Green thug DEAD
Beckett the Burned Mage
|
Beckettt leaps back crying out in pain and anger. "Bastard! You are going to burn for that!" he screams as he hurls a ball of fire at the thug.
Produce Flame+Inspire Courage: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Fire Damage+Burn It!+Inspire Courage: 1d6 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Sorry for the delay. 1 action guarded step. 2 actions Produce Flame.
Master Jeeves
|
In the interest of keeping the game moving, I'm gonna take a chance and post before our GM officially highlighted Jeeves. It should be his turn, but if something surprises us at the end of this round, I'll redo it as necessary.
Counting two bad guys left, Jeeves moves into a position between crates to get in range of both Barallbus and his henchman. He strums and chants:
"Electricity dancing
Ends your office romancing."
Two bolts of lightning spring forth from Jeeves' free hand -- one aimed at Barallbus and one aimed at the thug.
Electric Arc + Inspire Courage: 2d4 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10
Each gets a basic reflex save DC 19, for half damage.
Actions: Stride (1 action, risking AoO as he moves past the thug) and Electric Arc (2 actions)
| GMAndrewW |
Becketts ball of fire takes the man full in the chest and he screams and nearly falls over. Jeeves ducks past the man without trobule and then electrocutes the two remaining enemies. Both manage to twist out of the way quickly enough to avoid the worst of it.
With a flick of one hand Baralbus sends his ball of fire rolling into the little goblin before sending his own twin bolts of lightning at Harsk and K'Anubis.
Beckett manages to roll out of the way and the electrical bolt flies straight over Harsks head, clearly Baralbus misjudged how tall he is.
Beckett saves against flaming sphere and so takes no damage. Harsk crit passes against electric arc. K'Anubis I cannot see if you have a hero point or not or, if you do, whether you want to reroll your 9 reflex save. You ave 12 hours to decide after which I will move us on.
Refelx, thug: 1d20 ⇒ 12
Reflex, Baralbus: 1d20 ⇒ 17
Reflex, Beckett: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex, Harsk: 1d20 + 9 ⇒ (20) + 9 = 29
Reflex, K'Anubis: 1d20 + 6 ⇒ (3) + 6 = 9
Master Jeeves
|
First time ever for me trying Counter Performance, a Bard Focus Spell. For a cost of 1 Focus point, it triggers on an ally's saving throw. Let's try it.
When Jeeves sees the lightning shoot out from Barralbus and aiming for two allies, he acts as if he's dancing out of the way.
Because the lightning is a visual effect, it requires a visual performance, not auditory.
Performance-Counter Performance: 1d20 + 11 ⇒ (17) + 11 = 28
My understanding is that all allies within a 60' range affected by the specific spell can either keep their saving throw roll OR choose to take the above roll as their save instead. If I'm misinterpreting anything, please let me know.
| GMAndrewW |
K'Anubis fails to get out of the way but at least the ball of fire doesnt hit him too hard.
You turned a crit fail into just a fail at least!
Fire damage: 3d6 ⇒ (5, 5, 2) = 12
Round 2
Jeeves
-----------------------------
Barallbus
-----------------------------
Gita
K'Anubis
Harsk
------------------------------
Blue Thug
------------------------------
Beckett
Bold may act
Group Effects: Inspire Courage 2|3
Gita 18|18
K'Anubis 5|36
Harsk 20|34
Dar 24|24
Beckett 14|20
Jeeves 38|38
Blue thug 16 damage
Baralbus 5 damage
Kanubis Reborned
|
K'Anubis skin burns, he screams in pain, retreating and tryin to finish off second thug, kicking him twice, as he approach.
Flury of blows, Strike 1, Stunning Fist: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Flury of blows, Strike 2, Stunning Fist: 1d20 + 8 + 1 - 5 ⇒ (9) + 8 + 1 - 5 = 13
Dmg Hit 1: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Dmg Hit 2: 1d8 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9
Stunning fist (Feat) (Flury hits => Fort DC 18 to avoid Stunning 1 at failure / Stunning 3 at critical failure )
Flurry of Blows
Thereafter K'Anubis takes healing potion out of his pocket.
Master Jeeves
|
K'Anubis...Looks like you're taking a -5 multiple attack penalty for your 2nd attack, but unarmed combat has the Agile trait. So it should just be -4, right?
| GMAndrewW |
K'Anubis kicks the man solidly in the knee, there is a horrid cracking noise, he goes very pale and then crumples to the ground.
Round 2
Jeeves
-----------------------------
Barallbus
-----------------------------
Gita
K'Anubis
Harsk
Beckett
Bold may act
Group Effects: Inspire Courage 2|3
Gita 18|18
K'Anubis 5|36
Harsk 20|34
Dar 24|24
Beckett 14|20
Jeeves 38|38
Blue thug DEAD
[b]Baralbus[b] 5 damage
Gita Cayda and Accomplice Git
|
Gita has a momentary strange wish for something called a "selective channel"... She has no idea where such a bizarre idea could come from.
She whistles at K'Anubis' injuries... Those thugs really have it in for him!
(I believe this occurs before he took the potion out.
Ok, here goes...! As she casts a 2-action heal targeting him; it doesn't do as much healing as she'd hoped but it is something.
Heal K'Anubis Again: 1d8 + 8 ⇒ (1) + 8 = 9
Beckett the Burned Mage
|
As he deftly avoids the flames a horrid grin spreads across Beckett's scarred face.
"Oh, you like to play with fire do you? Let's see how you like my flames!"
Produce Flame+Inspire Courage: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Fire Damage+Burn It+Inspire Courage: 1d4 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7
1 action: Guarded Step. 2 actions: Produce Flame. Double Damage from the crit and 1d4+1 persistent fire damage. My apologies I just realized I rolled a d6 instead of a d4 last round.
Kanubis Reborned
|
K'Anubis...Looks like you're taking a -5 multiple attack penalty for your 2nd attack, but unarmed combat has the Agile trait. So it should just be -4, right?
I thought as far as I use Mountain Stance monk's attacks have those traits: Forceful, Nonlethal, Unarmed. But you sounds reasonable. I will try to clarify this moment.