Bo Goh Twang |
Unfortunately, I already moved. If it comes down to it, hit Selter and Narayan. I have a feeling they will need it more.
Not-Trixie |
If that’s all the movement Bo has, then we’ll exclude him from the spell. Otherwise he could have moved further to be within range of the spell.
Narayan Singh |
I've got Boots of Speed, so hit Bo in preference to Narayan if that's an option. I'll refund a charge if it turns out I was actually hasted
Narayan reacts to the vampire's blow with surprise and sorrow. "You cannot be allowed to sspread further ruin, but do not fear. Ssoon you will be at peacce."
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 2d6 + 1d6 ⇒ (7, 3) + 13 + (1, 4) + (4) = 32
Scaly Palm Strike: 1d20 + 20 + 1 - 1 ⇒ (16) + 20 + 1 - 1 = 36
MLGCISB* + Holy + Acid: 2d8 + 10 + 2d6 + 1d6 ⇒ (3, 3) + 10 + (5, 4) + (4) = 29
Shuffling Hook: 1d20 + 19 + 1 - 1 ⇒ (12) + 19 + 1 - 1 = 31
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 6) + 9 + (6, 6) + (4) = 36
Hasty Backfist: 1d20 + 19 + 1 - 1 ⇒ (10) + 19 + 1 - 1 = 29
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 3) + 9 + (4, 1) + (1) = 23
Finishing Hammerblow: 1d20 + 14 + 1 - 1 ⇒ (8) + 14 + 1 - 1 = 22
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 6) + 9 + (5, 4) + (4) = 33
Retreating Cuff: 1d20 + 9 + 1 - 1 ⇒ (18) + 9 + 1 - 1 = 27
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (3, 8) + 9 + (3, 3) + (1) = 27
Atemi Strike!: 1d20 + 19 + 1 - 1 ⇒ (4) + 19 + 1 - 1 = 23
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (8, 4) + 9 + (2, 4) + (2) = 29
Somewhere in there I'm guessing the Vamp will be dead, at which point Narayan will launch his way over towards the nearest Mohrg with a Flying Kick (as marked by the transparent green Narayan). That attack loses d6 acid damage, but also begins a flank for that and subsequent attacks.
Grandmaster TOZ |
Narayan punches the vampire in the head, causing it to discorporate into mist and begin to slink away!
I'm not sure that stall is passable terrain. But Narayan can take a move action instead. Edit: Reviewing, it doesn't appear to be enough of an impediment for an 11th level character.
Tongue AoO on Narayan: 1d20 ⇒ 8
The mohrg attempts to lay its paralyzing tongue on Narayan as he approaches, but the mighty warrior dodges handily. His follow-up onslaught destroys every bone of its body.
Claw on Not-Trixie: 1d20 ⇒ 3
Claw on Not-Trixie: 1d20 ⇒ 9
Tongue on Selter: 1d20 ⇒ 16 Fort save vs paralysis!
Claw Damage on Not-Trixie: 2d8 + 5 ⇒ (4, 4) + 5 = 13
Grab on Not-Trixie: 1d20 ⇒ 15
Stepping in, the remaining mohrg claws at Trixie while attempting to fend off Sithiss with its tongue! One claw grabs tight of the trickster, holding her fast.
22 Vendalfek
21 Not-Trixie (Damage: 13, Grappled)
21 Bo Goh
18 Selter
12 Black
17 Narayan (Damage: 3, 1 Negative Level)
9 Purple
8 Sithiss
Grandmaster TOZ |
Bleg, edt window closed. Selter is also up, naturally.
Selter Sago de'Morcaine PFS |
Buffs:
Shield Companion
Longstrider
I'm sure at some point in the path, Selter will have line of sight to Not-Trixie.
A thin streak of light jets over to Not-Trixie.
Immediate action Liberating Command, Not-Trixie gets an immediate escape artist check with a +18 bonus.
Bo, watch where the clouds are going! Group must follow and finisssh them in their lairsss.
Selter runs over to box in the last creature. I'm assuming Narayan will just stomp through the merchant stall to get it.
Bo Goh Twang |
"Did you see those beams? There must be a wizard nearby!" He peppers the stall where he believes their invisible foe is hiding. The dot at the end of the RED arrow on the map.
Archery stats: BAB +5, DEX +2, WIS +6, Bow +1, Weapon Focus +1, DA -2, PBS +1, BANE?? +2
Hornbow vs?: 1d20 + 12 ⇒ (2) + 12 = 14 (If undead, add +2)
Miss chance (low bad): 1d2 ⇒ 1
MISS.
Hornbow vs?: 1d20 + 12 ⇒ (15) + 12 = 27 (If undead, add +2)
Miss chance (low bad): 1d2 ⇒ 2
Damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17 {If undead, add...BANE undead: 2d6 + 2 ⇒ (2, 6) + 2 = 10}, for a total of 27
Hornbow vs?: 1d20 + 7 ⇒ (10) + 7 = 17 (If undead, add +2)
Miss chance (low bad): 1d2 ⇒ 2
Damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13 {If undead, add...BANE undead: 2d6 + 2 ⇒ (2, 1) + 2 = 5}, for a total of 18.
Hornbow vs? Ki Point: 1d20 + 12 ⇒ (2) + 12 = 14 (If undead, add +2)
Perfect Strike: 1d20 + 12 ⇒ (15) + 12 = 27 (If undead, add +2)
Miss chance (low bad): 1d2 ⇒ 2
Damage: 2d6 + 10 ⇒ (4, 4) + 10 = 18 {If undead, add...BANE undead: 2d6 + 2 ⇒ (5, 2) + 2 = 9}, for a total of 27
He then spares a look over his shoulder at the fleeing gaseous spawn.
Perception: 1d20 + 32 ⇒ (2) + 32 = 34
Not-Trixie |
Escape Artist, Circumstance: 1d20 + 18 + 18 ⇒ (19) + 18 + 18 = 55
Here’s hoping that’s enough. Thanks Selter!
Not-Trixie instinctively slips out from the mohrg’s grasp and carefully makes her way into the air out of it’s reach. She thinks for a moment about shrieking to seem like less of a threat, but decides the rest of the group are threatening enough. Weaving a few signups together into a pair of circles, she puts them over her eyes and peers towards the area Bo is shooting.
Concentration to Cast Defensively vs DC 19: 1d20 + 18 ⇒ (9) + 18 = 27
5ft step up (currently 10 ft above ground) and casting see invisibility defensively.
Grandmaster TOZ |
2d20 ⇒ (20, 4) = 24
Not-Trixie looks to the stall where the rays came from and spies no enemy, invisible or otherwise.
Grandmaster TOZ |
Bo's arrows bury themselves in the stall to no effect, the hidden assailant apparently not present anymore.
22 Vendalfek
21 Not-Trixie (Damage: 13, Grappled)
21 Bo Goh
18 Selter
17 Narayan (Damage: 3, 1 Negative Level)
9 Purple
8 Sithiss
Sithiss |
Buffs:
Shield Companion
Greater Magic Fang
Longstrider
Haste
Sithiss attempts to strike the bone thing with her tail.
tail slap: 1d20 + 12 ⇒ (2) + 12 = 14, if hits, tail dam: 3d6 + 9 ⇒ (6, 2, 6) + 9 = 23 and trip CM: 1d20 + 15 ⇒ (19) + 15 = 34
tail slap haste: 1d20 + 12 ⇒ (7) + 12 = 19, if hits, tail dam haste: 3d6 + 9 ⇒ (4, 1, 5) + 9 = 19 and trip CM haste: 1d20 + 15 ⇒ (15) + 15 = 30
Narayan Singh |
Cagily, Narayan circles around Selter to avoid the Mohrg's reaching tongue before surging forward to dismantle it!
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 2d6 ⇒ (6, 3) + 13 + (3, 2) = 27
Scaly Palm Strike: 1d20 + 20 + 1 - 1 ⇒ (15) + 20 + 1 - 1 = 35
MLGCISB* + Holy + Acid: 2d8 + 10 + 2d6 + 1d6 ⇒ (1, 3) + 10 + (5, 2) + (3) = 24
Shuffling Hook: 1d20 + 19 + 1 - 1 ⇒ (3) + 19 + 1 - 1 = 22
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (7, 6) + 9 + (3, 1) + (6) = 32
Hasty Backfist: 1d20 + 19 + 1 - 1 ⇒ (2) + 19 + 1 - 1 = 21
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (6, 1) + 9 + (4, 2) + (5) = 27
Finishing Hammerblow: 1d20 + 14 + 1 - 1 ⇒ (14) + 14 + 1 - 1 = 28
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (4, 5) + 9 + (3, 6) + (1) = 28
Retreating Cuff: 1d20 + 9 + 1 - 1 ⇒ (5) + 9 + 1 - 1 = 14
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 3) + 9 + (4, 3) + (1) = 22
If it's still alive, spending a ki to finish it off with an
Atemi Strike: 1d2 + 19 + 1 - 1 ⇒ (2) + 19 + 1 - 1 = 21
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 5) + 9 + (2, 4) + (4) = 26
Grandmaster TOZ |
Narayan destroys the remaining mohrg in a mirror assault to the last one.
Combat over!
Bo Goh Twang |
Bo taps into his inner connection to the beasts, much like his masters had taught him. He lowers himself to the stall that the beams came from, hoping to catch some telltale hint of where the hidden wizard went.
Changing my hunter focus from Mouse (Evasion) to Wolf (Scent)
This special sense allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple the normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, attempting a Wisdom or Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The ability otherwise follows the rules for the Survival skill.
Format: scent
Location: Senses.
Perception to Track: 1d20 + 32 ⇒ (8) + 32 = 40
Grandmaster TOZ |
Bo finds telltale footprints in the dirt, but just beyond the edge of town they stop completely, the scent of death seeming to vanish into the night air.
Grandmaster TOZ |
They appear to be wearing boots sized for a Medium creature.
Not-Trixie |
“Most likely a teleportation effect,” Not-Trixie muses as Bo relays his discoveries. “Or perhaps flight - but you’d see some sort of deeper imprint from the takeoff if that were the case. I know there is magic to trace such spells, but I’m afraid I do not yet have it mastered.”
Looks like following the misty vampires might be our best bet. Hopefully they’re slower in mist form than we are - especially with some haste to reduce their head start.
Narayan Singh |
Narayan has no special means of tracking vampires through the air, or even really on the ground, but does his best to keep pace with Selter.
Grandmaster TOZ |
With his high vantage point, Bo is able to easily locate the slow moving mist, floating over the beach towards the lake. Ahead, a beached rowboat awaits.
Bo Goh Twang |
The monk signals to his allies that he has seen their fleeing foes and knows where they are headed.
Just wondering if I can get there first and move one of their boats so the team has a means of transportation to follow the bad guys as they travel across the lake.
Grandmaster TOZ |
As Bo moves to the rowboat, the mists float past, moving out over open water.
Bo Goh Twang |
Ah ha! I was wondering about that. Bo will follow and try to keep them in view.
The monk flies over the water at twice the height of a man as he continues to follow the spawn.
Say 15' up. If need be, I can swap my Animal Focus to Bat to gain Darkvision 60'.
Vendalfek the Whimsical |
Not-Trixie and Vendalfek follow behind, spreading out to the edges of the dragon's telepathy and acting as a relay for the rest of the group.
Alright, she says Bo's continuing forward. Still forward. Wait, could it be? You guessed it folks - he's still moving forward. I know, I'm just as shocked as you all are.
Selter Sago de'Morcaine PFS |
As indicated, Selter has changed into an air elemental to follow the mist. He can zip back and forth between Bo and the group to make sure they are still on course.
Unfortunately, I don't think Sithiss will fit in a row boat. She will have to stay behind again. Definitely saving up for Hosteling armor as my next purchase.
Grandmaster TOZ |
As the mists move across the lake, drifting at maybe a dwarf's pace, islands loom out of the dark, some small bumps of earth breaking the surface, others large enough for copses of trees.
After about 2 hours of travel over the dark waters, the vampiric mists discorporate completely, remnants sinking into the lake.
Bo Goh Twang |
Bo peers into the water below as he waits for the rest of the team.
Perception: 1d20 + 32 ⇒ (7) + 32 = 39
Grandmaster TOZ |
As far as Bo can see, the spawn are completely gone, with no lair visible in the dark, clear water.
Selter Sago de'Morcaine PFS |
Selter leads the others to the spot Bo is hovering. It is still night, correct?
Not-Trixie knowsss lotsss of ssstuff about lotsss of ssstuff. Can vampire cloudsss go under water? Can vampire cloudsss go invisssible. Do vampire cloudsss have travel limit and truly die?
Can Bo go direction vampire cloudsss traveling and sssee if sssomething further away? Ssself can change to water thing to sssee if sssomething underwater here.
Grandmaster TOZ |
Not-Trixie recalls that a vampire is destroyed if it cannot reach its coffin within two hours of being defeated.
Bo Goh Twang |
Now that the team has caught up, Bo nods at Selter's request and scouts a little further on.
Perception: 1d20 + 32 ⇒ (8) + 32 = 40
Pretty sure I saw them go into the water, not fade from view.
Grandmaster TOZ |
The waters are empty of any hiding places as far as Bo can see.
Vendalfek the Whimsical |
Apparently Not-Trixie thinks they died. Vendalfek's telepathic voice is full of feigned disbelief. They got too far from their coffins and couldn't make it back in time before they... Is there a word in Common for un-died? Re-died? Super-died? Anyway, I'm being unfairly scolded for trying to solve an age-old mystery and have been asked to request that we continue in a straight line along our current trajectory, as apparently the most likely location for these creatures' base of operations is along that vector.
Grandmaster TOZ |
As Bo floats forward, it becomes tragically obvious that the spawn were only a few hundred feet from the safety of their coffins on a small rock in the middle of the lake.
The scenario makes no mention at all of where their coffins are. :/
Selter Sago de'Morcaine PFS |
Unfortunate. Perhapsss the group ssshould return to the village and try to back track the other undead creaturesss? Or I sssuppossse wait and sssee if they attack again tomorrow night?
Selter isn't really a long term planner sort.
Grandmaster TOZ |
The trip back to Whistledown is much quicker, dispensing with the lazy speed of the misty pursuit. The town remains dark and quiet, doors and windows shuttered against the night.
Selter Sago de'Morcaine PFS |
After returning to the town, Selter changes into a big dog to backtrack the other undead. I assume they just go back to the boats, but let me know if that is an incorrect assumption.
perception scent undead: 1d20 + 17 ⇒ (18) + 17 = 35
Most especially he will try to get a good scent of whoever was most recently in that shack from which the unknown spell caster fired at us.
perception scent caster: 1d20 + 17 ⇒ (14) + 17 = 31
Then he heads around the village to see if he can pick up that scent at any of the houses/buildings. Never forget to allow for the inside agent/instigator.
Grandmaster TOZ |
Selter smells the tracks of vampires and morhgs, leading from where the boat was beached into town. The trails end where the undead appear to have changed form into mist.
Bo Goh Twang |
I am at a loss. We investigated the plaza twice and followed the fleeing spawn out into the lake. We are clearly missing something. Work and my Master's program are taking a great deal of RL attention right now. So, I have not been able to puzzle this one out.
My only thought is that we missed something at the lake. I mean, not to be too meta, but they put a boat on the shore for a reason, right? Maybe we didn't see or notice a small island or something along the coast because we were following the cloud. They may have been leading us away from something. We may as well go back and take another look.
Grandmaster TOZ |
Bo would know he is pretty perceptive, given the highest DCs rarely reach 35, so the only way he would miss something is not being near it. But the boat was also not on the beach when the party investigated before night fell, while undead are not known for being shipwrights. They must have gotten the boat from somewhere.
Bo Goh Twang |
Time to ask around about the boat. That sounds like a morning / next day activity. Probably not a lot of people out in the dark of night to ask about it. Happy to be wrong though and keep going throughout the evening.
Not-Trixie |
Also at a loss for where to go next. While I suppose we could try to just continue flying across the lake in a straight line until we find something coffin-like, that seems like quite a long shot and leaves the town undefended.