| GM Doug H |
Guard 3 slashes at Gurmire, doing 8 damage to the goblin. The goblin punches guard 1 in the back of the head! Guard 1 -15 after IC.
Packet carefully moves around then gets a sneak attack in with a reversed shortsword. 10 damage to #3.
Varret is so focused on doing nonlethal damage that he can only hit once, even with the Pip's aid. Guard 3 at -16
Pip then sends a single arrow whizzing at guard 3; where it clatters off their armor and leaves a bruise! Guard 3 at -23 HP. Still up.
Guards one and two lash out at Zarindlara — a flanked target right in front of them!
Strike 2, Guard 1: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15
Strike 3, Guard 1: 1d20 + 9 - 10 ⇒ (1) + 9 - 10 = 0
Strike 1, Guard 2: 1d20 + 9 ⇒ (20) + 9 = 29
Strike 2, Guard 2: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
Strike 3, Guard 2: 1d20 + 9 - 10 ⇒ (6) + 9 - 10 = 5
Bludgeoning, Guard 1: 1d6 + 4 ⇒ (2) + 4 = 6
Bludgeoning, Guard 2: 1d6 + 4 ⇒ (4) + 4 = 8
The besieged archer gets knocked on the shoulder by Guard one, then cracked across the skull by guard 2. Otherwise, they flail wildly.
Hit; crit. Sorry :( -22 HP
The Mad King! Top of Round 2
Guard 1 -15 HP; took nonlethal. AOO/Reaction Available
Guard 2 -2 HP; AOO/Reaction available
Zarindlara -22 HP
Mad King
Antonella -9 HP
Guard 3 -23 HP; took Nonlethal
Guard 4 -15HP; AOO/Reaction Available
Gurmire -8 HP
Packet -8 HP
Varret
Pip
Guard 2 AOO: 1d20 + 9 ⇒ (1) + 9 = 10
Bludgeoning Guard 1: 1d6 + 4 ⇒ (2) + 4 = 6
Bludgeoning Guard 2: 1d6 + 4 ⇒ (4) + 4 = 8
Zarindlara Aviar
|
"Ooof. These guards hit hard!"
Zarindlara Steps out of the flank, braces her bow against her legs, and fires at Guard 2.
+1 Composite Longbow Attack: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
ouch!: 1d8 + 1 ⇒ (8) + 1 = 9
deadly if a crit: 1d10 ⇒ 9
Step, Point Blank Shot Stance, Strike
punch!: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
ouch!: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 nonlethal
| GM Doug H |
| 2 people marked this as a favorite. |
Zarindlara takes out guard #2 with an arrow that clangs off their helmet! near max damage crit!
King Webhekiz charges into the fray, striding twice to close the distance between himself and the closest stranger.
Don't forget your KING! We hereby knight you! HA!
Bludgeoning: 1d6 + 5 ⇒ (6) + 5 = 11
He smashes the royal scepter into Packet's back! some knighthood! 11 damage. Packet uses Nible Dodge to avoid being crit.
The Mad King! Top of Round 2
Guard 1 -15 HP; took nonlethal. AOO/Reaction Available
Zarindlara -22 HP; AOO ready
Mad King
Antonella -9 HP
Guard 3 -23 HP; took Nonlethal
Guard 4 -15HP; AOO/Reaction Available
Gurmire -9 HP
Packet -19 HP; Reaction used
Varret
Pip
Antonella Schiavo
|
| 1 person marked this as a favorite. |
Round #2: AC 23 ☤ 38/47 hp
Antonella attempts to keep the ever-changing turmoil of the unfolding battle straight.
“Yousir, are limping from non-lethal injuries, and are thus fair game!”
+1 longsword (versatile P) + filk + flank on #3: 1d20 + 12 + 3 ⇒ (20) + 12 + 3 = 35
slashing damage + filk: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Ouch! That's gonna smart.
Trying not to think about what she might have done to #3, Antonella moves onto #1.
shield boss + filk + flank on #1: 1d20 + 11 + 2 + 1 - 5 ⇒ (2) + 11 + 2 + 1 - 5 = 11
bludgeoning damage + filk: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
She then raises her shield.
"I don't suppose there's any chance you'll do the sensible thing and surrender, is there?"
| GM Doug H |
Atonella takes out #3! I'm willing to retcon killing a NPC if that's what the player wants, based on a fuller understanding of the rules. But that's up to the player.
Antonella's furious swordwork decimates the already-injured soldier!
Strike 1: 1d20 + 9 ⇒ (11) + 9 = 20
Strike 2: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
Strike 3: 1d20 + 9 - 10 ⇒ (19) + 9 - 10 = 18
Guard 4 flails wildly at the would-be champion, his club smashing futilely against the shield!
The Mad King! End of Round 2
All allies inspired
Guard 1 -15 HP; took nonlethal. AOO/Reaction Available
Zarindlara -22 HP; AOO ready
Mad King
Antonella -9 HP, Shield raised
Guard 4 -15HP; AOO/Reaction Available
Gurmire -9 HP
Packet -19 HP
Varret
Pip
| GM Doug H |
As long as the decisions you make in-character reflect what you as players want to do based on the rules. As Varret mentioned OOC only the King matters in how your reputation may be impacted. However your characters might not want to kill ANYONE. So it looks like Antonella did NL but Zarindlara might have chosen lethal (which is reasonable, given the fact she was just crit and in a dangerous situation!).
The Mad King! End of Round 2
Guard 1 -15 HP; AOO/Reaction Available
Zarindlara -22 HP; AOO ready
Mad King
Antonella -9 HP
Guard 4 -15HP; AOO/Reaction Available
Gurmire -9 HP
Packet -19 HP; Reaction used
Varret
Pip
Gurmire
|
Hoping to knock at least one of the guards unconscious, Gurmire strikes at guard #1 with his fist. “Go down so we not kill you!”
Fist vs #1, IC: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Blunt nonlethal, IC: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Fist vs #1, IC, MAP: 1d20 + 8 + 1 - 4 ⇒ (1) + 8 + 1 - 4 = 6
Blunt nonlethal, IC: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Fist vs #1, IC, MAP: 1d20 + 8 + 1 - 8 ⇒ (15) + 8 + 1 - 8 = 16
Blunt nonlethal, IC: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
If it goes down after the first Stirke, he would guarded step and then move to support Packet. Otherwise it would be against the other guard there.
Pip Hip Hooray
|
Pip continues to inspire courage. "They are just Bhopanese guards under a madness effect, please don't kill them if you can avoid it!"
She has a clear shot on Guard 4, so she shoots twice non-lethally.
Short bow+I.C.+NL: 1d20 + 6 + 1 - 2 ⇒ (11) + 6 + 1 - 2 = 16
Piercing damage: 1d6 + 1 ⇒ (1) + 1 = 2
Deadly?: 1d10 ⇒ 8
Short bow+I.C.+NL: 1d20 + 6 + 1 - 2 - 4 ⇒ (15) + 6 + 1 - 2 - 4 = 16
Piercing damage: 1d6 + 1 ⇒ (1) + 1 = 2
Deadly?: 1d10 ⇒ 3
Actions:
◈ Inspire Courage
◈ Strike
◈ Strike
Varret Aalloissa
|
| 2 people marked this as a favorite. |
Seeing the damage done by Zarindlara's arrow, Varret's field medic experience kicks in as he rushes over to the downed guard and tries to stabilize him. 1. Stride, 2. & 3. Medicine to Administer First Aid (Stabilize), DC 15 + dying condition (I'm assuming 17, since they went down to a crit).
Medicine: 1d20 + 9 ⇒ (14) + 9 = 23
| GM Doug H |
| 1 person marked this as a favorite. |
Pip continues singing and hits guard 4 twice, but he remains standing. Minimum damage :(
Varret stabilizes the guard Zarindlara was mean to. Perhaps she's taking after Zella a bit!? But then again, THEY critted HER first!
Gurmire knocks the guard in the temple, who slumps to the floor. He then carefully steps away from the guard before scuttling to the far side of the king, setting up a flank with Packet.
Perhaps Gurmire's hoping to be "nighted" next? In any case, the sleepy detective is now set for success.
The Mad King! End of Round 2; top of round 3
All allies inspired… things are looking up!
Zarindlara -22 HP; AOO ready
Mad King
Antonella -9 HP
Guard 4 -19HP; AOO/Reaction Available
Gurmire -9 HP
Packet -19 HP
Varret
Pip
Zarindlara Aviar
|
"All right, I'll aim for a less lethal spot." She fires at Guard 1, aiming away from the soldier's center of mass.
nonlethal +1 Composite Longbow Attack: 1d20 + 12 - 2 + 1 ⇒ (18) + 12 - 2 + 1 = 29
ouch!: 1d8 + 1 ⇒ (4) + 1 = 5
deadly if a crit: 1d10 ⇒ 8
nonlethal +1 Composite Longbow Attack: 1d20 + 12 - 2 + 1 - 5 ⇒ (6) + 12 - 2 + 1 - 5 = 12
ouch!: 1d8 + 1 ⇒ (2) + 1 = 3
deadly if a crit: 1d10 ⇒ 10
nonlethal +1 Composite Longbow Attack: 1d20 + 12 - 2 + 1 - 10 ⇒ (6) + 12 - 2 + 1 - 10 = 7
ouch!: 1d8 + 1 ⇒ (4) + 1 = 5
deadly if a crit: 1d10 ⇒ 7
If Guard 1 drops before the last shot, Zarindlara moves to a place where she has a clear shot at the king.
| GM Doug H |
Zarindlara drops the last guard on the first shot; the arrow knocks his wind out and he collapses. So many crits!
The Mad King! End of Round 2; top of round 3
All allies inspired… things are looking up!
Zarindlara -22 HP
Mad King
Antonella -9 HP
Gurmire -9 HP
Packet -19 HP
Varret
Pip
Packet Spoonshine
|
Packet, too polite to strike at a king that’s not in their right mind, fumbles around trying to take the scepter.
Disarm: 1d20 + 1 ⇒ (5) + 1 = 6
Disarm: 1d20 + 1 - 5 ⇒ (7) + 1 - 5 = 3
Disarm: 1d20 + 1 - 10 ⇒ (6) + 1 - 10 = -3
”Someone grab him! Get that scepter! Don’t let him hurt anyone!”
| GM Doug H |
Packet tries to disarm His Majesty but the old king is too wily. Webhekiz turns to Gurmire.
Didn't we watch an archery contest the other day? The king incants a word and mimics shooting a bow at Gurmire; an arrow of acid flies at the goblin's face!
Scepter, Strike 2: 1d20 + 12 - 5 ⇒ (8) + 12 - 5 = 15
Acid: 3d6 ⇒ (2, 2, 6) = 10
Persistent at EoT: 1d6 ⇒ 1
Cast spell, free action, strike
WE win! HUZZAH!!!
Gurmire fails to relish in the king's fine shooting, as he is burned with acid and feels the goo eating away at his flesh! 10 Acid to Gurmire and 1 Persistent at end of turn.
The mad king's hands are verdant with the residual magic from his primal spell, and as he swings his scepter through the air at Packet the energy causes his scepter to sprout long, wickedly sharp thorns!
GRAB THIS, SCOFFLAW!
… but he misses. Badly.
The Mad King! End of Round 3; top of round 4
All allies inspired…
Zarindlara -22 HP
Mad King
Antonella -9 HP
Gurmire -19 HP; 1 persistent at EoT, DC 15 Flat at EoT after Persistent
Packet -19 HP
Varret
Pip
Gurmire
|
Gurmire cries out in pain as the acid burns him. “Ahhh! It burns wrong way!”
Stepping back from the mad king, he tries to wash off the acid.
Guarded step, Assist myself in recovery
Check for persistent damage: 1d20 ⇒ 1
End of round check for persistent damage: 1d20 ⇒ 20
Pip Hip Hooray
|
Pip is getting frustrated by this battle and her minimal damage arrows, so she tries another tack.
Actions:
◈ Inspire Courage
◈◈ Daze DC 19 Will Save
Varret Aalloissa
|
"Your majesty, you'll thank us for this later."
With that, Varret moves to get a better shot, takes careful aim, and fires twice at the king, trying to knock him out. 1. Stride, 2. Hunt Prey, 3. Hunted Shot.
+1 Composite shortbow (1st), IC, nonlethal: 1d20 + 10 + 1 - 2 ⇒ (15) + 10 + 1 - 2 = 24
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Deadly d10 if needed: 1d10 ⇒ 5
+1 Composite shortbow (2nd), IC, nonlethal: 1d20 + 7 + 1 - 2 ⇒ (16) + 7 + 1 - 2 = 22
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Deadly d10 if needed: 1d10 ⇒ 10
Antonella Schiavo
|
Round #3: AC 23 ☤ 38/47 hp
“Brothers Gurmire and Packet, you are of little use to us in your next lives.”
Antonella advances 10 feet and attempts to smite the king with the flat of her blade.
+1 longsword (versatile P) + filk – non lethal: 1d20 + 12 + 1 - 2 ⇒ (7) + 12 + 1 - 2 = 18
non lethal damage + filk: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
“There is no shame in withdrawing to heal, while I take a stint defending Lady Pip and the archers.”
She then raises her shield.
Zarindlara Aviar
|
Zarindlara lets loose with a nonlethal barrage!
+1 Composite Longbow Attack: 1d20 + 12 - 2 + 1 ⇒ (14) + 12 - 2 + 1 = 25
ouch!: 1d8 + 1 ⇒ (5) + 1 = 6
deadly if a crit: 1d10 ⇒ 10
+1 Composite Longbow Attack: 1d20 + 12 - 2 + 1 - 5 ⇒ (10) + 12 - 2 + 1 - 5 = 16
ouch!: 1d8 ⇒ 5
deadly if a crit: 1d10 ⇒ 10
+1 Composite Longbow Attack: 1d20 + 12 - 2 + 1 - 10 ⇒ (10) + 12 - 2 + 1 - 10 = 11
ouch!: 1d8 ⇒ 5
deadly if a crit: 1d10 ⇒ 6
Packet Spoonshine
|
Packet uses the flat side of the sword and slaps the king on his powdered wig.
Short Sword: 1d20 + 11 + 1 - 2 ⇒ (14) + 11 + 1 - 2 = 24
Damage: 2d6 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15
Sneak Damage: 1d6 ⇒ 6
Short Sword: 1d20 + 11 + 1 - 2 - 4 ⇒ (8) + 11 + 1 - 2 - 4 = 14
Damage: 2d6 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11
Sneak Damage: 1d6 ⇒ 4
Short Sword: 1d20 + 11 + 1 - 2 - 9 ⇒ (20) + 11 + 1 - 2 - 9 = 21
Damage: 2d6 + 4 + 1 ⇒ (6, 1) + 4 + 1 = 12
Sneak Damage: 1d6 ⇒ 2
| GM Doug H |
Gurmire spends the round putting himself out. Safety first!
2 damage after basic save.
Pip attempts to Daze the king, but it doesn't seem to do much good.
Varret hits twice with blunted arrows, and Zarindlara hits once! Antonella and Packet knock the mad king out. It was close but Packet's sneak attacks sealed the deal. Good job!
Out of combat!
The crown says Thank you for being kind, I can tell you're true heroes… I can tell that so long as I am here, the majority of the Bhopanese people will be suffering in this condition. Can you take me far from here? We must escape!
In the corner is more Bhopanese art that can be saved from the ravages of the Thorned Monarch. A couple of bundles!
Current status:
Antonella -9 HP
Gurmire -20 HP
Packet -19 HP
Pip -0 HP
Varret -0 HP
Zarindlara -22 HP
Shall I bot several hours of healing again? I will start tracking hours more closely as you will all be fatigued after 16 hours. We'll say 3.5 hours of healing and travel through the caverns and vaults = 4.5 hours.
| GM Doug H |
Varret, have a Hero Point for treating the guard in combat. That was pretty heroic! Audho thanks you profusely for not only caring for Bhopanese leaders but the common soldier as well.
Also, what are you doing with the king at this point? Tying him up? Taking him with? It looks like there is a broken wall ahead — it broke in the earthquake — that you will have to climb to escape.
Character Turn Emulation Drone
|
Treating wounds for 1 hour 10 min; in alphabetical order as always
Gurmire, Medicine to treat self for 1 hour: 1d20 + 5 ⇒ (10) + 5 = 15
Pip, Medicine to treat Antonella for 1 hour: 1d20 + 6 ⇒ (11) + 6 = 17
Varret, Medicine to treat Packet for 1 hour: 1d20 + 9 ⇒ (6) + 9 = 15
Zarindlara, Medicine to treat self for 1 hour: 1d20 + 6 ⇒ (14) + 6 = 20
Gurmire heals Self for: 4d8 ⇒ (1, 4, 6, 7) = 18
Pip heals Antonella for: 4d8 ⇒ (4, 8, 6, 3) = 21
Varret heals Packet for: 4d8 ⇒ (3, 2, 8, 2) = 15
Zarindlara heals Self for: 4d8 ⇒ (1, 5, 8, 7) = 21
Current status:
Antonella -0 HP
Gurmire -2 HP
Packet -4 HP
Pip -0 HP
Varret -0 HP
Zarindlara -1 HP
Current time sppent in-day: 5 hours 40 min
Gurmire
|
“So if we tie them up, think they would recover?” Gurmire asks, ready to get some rope out of his adventurer’s bag. “Think it would be alright to take magic stick?” as he points to the scepter.
I am in favor of binding them.
Pip Hip Hooray
|
"We already have the crown, we might as well take the scepter for safe keeping. Audho, do you know what the scepter does, other than beat on people? " Then Pip looks at the tied up King and asks Audho, 'If we abandon him here, will the King be alright?"
Anyway to identify the Scepter? I only have Occultism and Nature, but Zarindlara is magically educated.
| GM Doug H |
| 2 people marked this as a favorite. |
It's a normal scepter. The king infused it with his own magic. But it's very lovely, and I think it would make a fine accessory for our party! Look how the green emeralds accentuate my crown when it's blossoming, and the diamond when it's in winter mode. I think you should hold onto it, Pip! It makes me — I mean us — look very fashionable!
Audho, like many adventurers, loves shiny treasure!
And he wasn't a very nice king either, was he? So it would be a good idea to take away his toys.
Pip Hip Hooray
|
| 2 people marked this as a favorite. |
Pip holds the scepter up for Audho to admire, posing with it a couple times to please the crown. Then she puts it in her pack. "I don't want it harmed or lost, and I need my hands free."
| GM Doug H |
You tuck the king and his retinue into a safe corner — somewhere safe from further collapses with plenty of air and water.
You climb over the wall, where there's an exposed sewer pipe and a hall choked with rubble and the bodies of Bhopanese citizens who were unfortunate enough to be walking there when the earthquake hit. Some of them have also suffered from other kinds of wounds.
You finally make it into the late-morning sun. The Palace of the Eternal Bloom you is leaking dark smoke and beginning to wilt. The whole city burning; all the beautiful mangrove trees and floating-leaf towers. The elegant avocado carriage you rode in lies smashed on the roadside, its soft fungus draped across the ground like tears.
You move through the city in a haze. In the distance, the sound of spellcasting and the clashing steel echoes out from behind a Bhopanese inn. Fey-featured Bhopanese civilians are locked in combat: some fight with abandon, their eyes blazing with distant and inhuman fury, while others battle desperately to protect the frightened families that huddle within the building.
They are ringed by a group of sailors. You hear a familiar voice rumbling from the center of the ring:
For the Society! For Bhopan!
Old Octo-boots's diving armor glimmers in the firelight as he leads a group of sailors against the people whose minds are trapped in the Thorned Monarch’s madness. Within seconds, the tide of battle turns. The Bhopanese families huddled in the burning inn’s shadow is safe… at least for a time.
Blackthane is walking back, and he winks at you as you were never gone for a moment. We came hopin' to catch the end o' a party. Did they know I was comin'? HA! He glances at the families huddles behind the barricade, and his face droops. Aye, I'm sorry. 'Tis not a time for jokes, and I only tells 'em to hide me tue feelings behing a little bluster. How's I feel about this… well, it won't do ye no good nohow. He drops his hammer on the ground. What happened? Why's everybody tryin' ta kill each other? What brings ye outta a burnin' palace wearin' a weird crown?
Whatdja do, Pathfinder the royal vaults or somethin'?
Pip Hip Hooray
|
Pip watches the collapse of the burning palace with tears in her eyes. So much beauty, gone. Then she pulls herself to her full height of 2.7 feet. This is no time to be weepy. Bhopan needs saving.
"Blackthane, please meet Audho, an adventurer and loyal protector of Bhopan. She's also the Perennial Crown. She's being hunted by Qxal, a nefarious fey who is behind most of this destruction. Audho, meet Blackthane, our Venture Captain. Did I leave anything out?"
Varret Aalloissa
|
"We have much to discuss, but I don't think this is the time. We have reason to think that the best thing we can do for Bhopan is to leave as quickly as possible."
| GM Doug H |
Auhdo also helps you debrief Blackthane, making sure to indemnify Gurmire and clarify that she was perhaps not "pathfindered" but rather escorted out at her own request. Octo-Boots nods, appreciating the short debrief as he's a Venture-Captain of action and not words. proceeds to say many words…
All right, Blackthane shouts to the crew of the Unsinkable, warhammer still firmly in hand. Now that our ambassadors to Bhopan have returned, that means everyone’s accounted for. We need to make our way to the Unsinkable and leave Bhopan behind, for now. By Grandpa Blackthane’s burning beard, I don’t like abandoning the people of Bhopan to a burning city and bloodthirsty fey, but if that magic tiara is right, we’re not equipped to deal with the threat looming over this island, and leaving might be our best option of getting that thing to leave the Bhopanese people alone. Qxal can’t cause trouble here if they’re too busy chasing after [/i]you[/i] — he points at you — and ain’t no tree-fey’s gonna sink my boat! He then turns to the dozen Bhopanese people seeking shelter among the Pathfinder Society. You notice that all of them are lower-class individuals — the kind of person who might not have been ingrained in the nobles' court and doing blood rituals every day.
The Pathfinder Society — our Society — hasn’t always done the right thing in the past. Torag knows I’ve passed on my share of ambiguous orders from the Ten. But I ain’t about to be repeating the mistakes of lesser venture-captains. Bhopan opened its doors to us, trusted us on our word, and I ain’t about to see its people burn because of some megalomaniac fey. Gather your friends and your families, anyone free from this Qxal’s influence. Seek the Pathfinder Society at the docks. It’s time we leave Bhopan, and any who want a face place on the Unsinkable can have it!
He turns and grins at you, speaking in a quiet voice.
Ever felt like tha worm squirmin' on the hook? Well, ye are now! There's a big ol' shark 'round here somewheres, an' ye lot got what they wants. He points at the crown. Ye's go one way, while we can take these refugees the other way and get 'em to safety on the Unskinbale. Lead that ol' Fey on a merry ol' chase an' meet us back at the other side o' the island, where we dropped ye lot off. I'll meet ye there with the dinghy from Unsinkable, grab ye up, and away we sails off into tha sunset, laughing at ol' Qxal the whole way home.
Auhdo agrees to this plan.
Octo-Boots nods grimly at the crown. He turns to the sailors. You lot! Get a move on! They begin marching away through the streets, collecting as many refugees as they can.
To be clear: you are going to go out into the island and let Qxal chase you. The hope is that this distracts them from further tormenting the Bhopanese and gives Blackthane time to save as many lives as he can. He and his crew will then meet you on the far side of the island and sail you to safety.
| GM Doug H |
No time to waste — you dash through the streets! You hear the sounds of battle, and also see glimpses of fey creatures marauding through the streets — it seems that Qxal is calling in their fey allies to enhance the chaos and destruction.
You come around a corner and see some evil-looking fey creatures prancing around on a stage — it looks like they've captured an amateur theater troupe and stolen their costumes! They perform a twisted version of a mummer's play; gremlin-knights stabbing at the captured actors while a gremlin-doctor pretends to operate on a wounded man with sharp instruments. There's even a gremlin-cleric pretending to sprinkle "holy water" on his fellow soldiers; however, it seems to be some kind of pitcher-plant acid. He laughs maniacally!
Even though you're tasked with being the bait, you have to stop here and help these people! However, you know that no matter what happens you will not have time to heal up afterward. The time for hours-long rests is over. Qxal is near.
Antonella, Search: 1d20 + 7 ⇒ (10) + 7 = 17
Packet, Avoid notice: 1d20 + 11 ⇒ (1) + 11 = 12
Pip, Search: 1d20 + 6 ⇒ (7) + 6 = 13
Varret, Search: 1d20 + 9 ⇒ (5) + 9 = 14
Zarindlara, Stealth: 1d20 + 9 ⇒ (2) + 9 = 11
Gremlins 1-3: 1d20 + 7 ⇒ (10) + 7 = 17
Gremlins 3-6: 1d20 + 7 ⇒ (15) + 7 = 22
The horrible creatures get the jump on you! The knight screams something that almost sounds like "Chaaaaaaarge!" and the giggling creatures move up and surround you! The poke at you with their shortswords, which unfortunately don't seem to be props. The Bhopanese actors flee as quickly as they can!
All 6 gremlins triple move
Gremlins: the Bhopan Batch!
Gremlins 1-3
Gremlins 3-6
Antonella
Varret
Gurmire
Pip
Packet
Zarindlara
Varret Aalloissa
|
"We have no time for you foolishness, foul creatures." Varret moves, hoping to spread the battle out a little, then takes careful aim at the creature adjacent to Pip and lets loose several arrows. 1. Stride, 2. Hunt Prey (#2), 3. Hunted Shot.
+1 Composite shortbow (1st): 1d20 + 10 ⇒ (7) + 10 = 17
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Deadly d10 if needed: 1d10 ⇒ 3
+1 Composite shortbow (2nd): 1d20 + 7 ⇒ (5) + 7 = 12
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Deadly d10 if needed: 1d10 ⇒ 3
If both hit, combine damage for purposes of resistance (part of Hunted Shot).
Zarindlara Aviar
|
Similarly, Zarindlara moves the other direction, braces her bow, and fires at the nearest creature (#5). If they have AoOs, this would provoke from #5.
+1 Composite Longbow Attack: 1d20 + 12 ⇒ (18) + 12 = 30
ouch!: 1d8 ⇒ 1
deadly if a crit: 1d10 ⇒ 2
Stride, Point Blank Shot Stance, Strike. +1 to attack and damage if Pip is inspiring.
punch!: 1d20 + 8 ⇒ (9) + 8 = 17
ouch!: 1d4 + 1 ⇒ (1) + 1 = 2
+1s if Pip is inspiring
Gurmire
|
Seeing Zarindlara move past it, Gurmire also moves past #5 so as to provide Sir Packet a flank on it. He gets out his weapon and strikes at it.
Dagger: 1d20 + 8 ⇒ (18) + 8 = 26 Agile, Finesse, thrown 10’, versatile S
Slashing: 1d4 + 1 ⇒ (1) + 1 = 2
"Bad idea." is all he says. You think he means the gremlins have the bad idea...
Packet Spoonshine
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Wanting to take advantage of a flank, Packet also attacks goblin #5. He'll attack #3 if #5 goes down.
Short Sword: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Sneak: 1d6 ⇒ 4
Short Sword: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11
Sneak: 1d6 ⇒ 3
Short Sword: 1d20 + 11 - 8 ⇒ (18) + 11 - 8 = 21
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Sneak: 1d6 ⇒ 3
| GM Doug H |
Assuming Inspire is up or will be.
Varret sends an arrow into one gremlin, who yelps! Zarindlara crits her target easily, but the arrow seems to have been blunted in the quiver. Crit but min damage :( Gurmire sends his dagger into the "doctor"'s noggin before Packet finishes him off. Packet then turns and slices up the one Varret hit, taking the annoying creature down without even needing sneak attack. He then slashes #4 badly.What a gremlin-killing machine!
Gremlins: the Bhopan Batch!
Gremlin 1
Gremlin 2
Gremlin 4 -12 HP
Gremlin 6
Antonella
Varret
Gurmire
Pip
Packet
Zarindlara
Antonella Schiavo
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Round #1: AC 23 ☤ 47/47 hp
“How are you on the frontline, Sister Pip?”
Antonella holds her ground and lines up Gremlin #2.
“Get thee back, First World wildlings! Listen for my sister’s sweet song, as my blade draws forth your own!”
+1 longsword (versatile P) + filk on #2: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
slashing damage + filk: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
shield boss + filk on #2: 1d20 + 11 + 1 - 5 ⇒ (10) + 11 + 1 - 5 = 17
bludgeoning damage + filk: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
She then raises her shield.
Pip Hip Hooray
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Short bow+I.C.: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Deadly?: 1d10 ⇒ 10
Hero Point!
Short bow+I.C.: 1d20 + 6 + 1 - 4 ⇒ (18) + 6 + 1 - 4 = 21
◈ Inspire Courage (f)
◈ Stride
◈ Strike
| GM Doug H |
Antonella takes out Gremlin 2, and Pip finishes off Gremlin 4!
Gremlin 1 steps around Antonella and stabs at her twice.
1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
1d20 + 9 ⇒ (4) + 9 = 13
1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
1d20 + 9 - 10 ⇒ (2) + 9 - 10 = 1
1d6 - 2 ⇒ (1) - 2 = -1+sneak: 1d6 ⇒ 3
1d6 - 2 ⇒ (3) - 2 = 1+sneak: 1d6 ⇒ 3
The last gremlin, given a flank, stabs three times at the warrior. Over five attacks, they only hit the warrior twice. -8 HP to Antonella
I'll call it there since you clearly have this in hand; I'll move you on a bit later.
Out of combat!
No stopping to rest but you can drink a potion as you go if you care to heal.