
Yuturr Unku |

Yuturr eyes Fuchsia moving in. What kept you? he says slyly as he tries to end the stone threat.
+1 striking rapier vs. flat-footed AC: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28
piercing: 2d6 + 2 ⇒ (2, 4) + 2 = 8
plus sneak attack: 2d6 ⇒ (6, 3) = 9
plus deadly, if a crit: 1d8 ⇒ 7
+1 striking rapier vs. flat-footed AC: 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 17
piercing: 2d6 + 2 ⇒ (1, 5) + 2 = 8
plus sneak attack: 2d6 ⇒ (1, 5) = 6
plus deadly, if a crit: 1d8 ⇒ 7
He then once more conjures up a disk of force for protection.
Strike x2, verbal component for shield.

Jack Lily-White |

Action 1: Sustain a Spell
Action 2-3: Ray of Frost
Jack repeats his efforts, sending fire and frost at the stony creature.
Flaming Sphere, DC 25 Reflex: 3d6 ⇒ (4, 3, 3) = 10
Ray of Frost: 1d20 + 15 ⇒ (17) + 15 = 32
Damage (Cold): 4d4 + 4 ⇒ (1, 3, 1, 1) + 4 = 10

Zarke |

Zarke gives Asta a guidance and uses a ray of frost on the elemental.
pew: 1d20 + 15 ⇒ (15) + 15 = 30
cold damage: 4d4 + 4 ⇒ (3, 1, 2, 3) + 4 = 13

Asta Odimmadu |

Arcana to Recall Knowledge (Known Weakness): 1d20 + 15 ⇒ (1) + 15 = 16
Devise a Stratagem: 1d20 ⇒ 3
Still unable to find an opening, Asta stows his crossbow and quickly attends to Yuturr's wounds.
Battle Medicine DC 20 (Assurance) on Yuturr: 2d8 + 10 ⇒ (4, 2) + 10 = 16
◆Devise a Stratagem, ◆Stow crossbow, ◆Battle Medicine

GM Kate |
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Fuchsia scratches herself on the rocks as she approaches the stone mauler, just barely striking it thanks to the distraction from her friends.
Yuturr joins in the flank party with another hit!
Jack continues with the flaming sphere.
Reflex: 1d20 + 15 ⇒ (8) + 15 = 23
And this time it gets hit by the fire!
Jack then cools it off with a perfectly placed ray of frost.
Zarke then adds one more ray of frost, just taking the pile of rocks down.
Out of combat!
You search the library as you treat your wounds. One of the cubbies contains a pouch with 40 pp and another contains a satchel with a potion of quickness and an iron cube.

Zarke |
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Zarke pulls out his 3478th roll of gauze from the saddle bags and wraps it around some wounds.

Jack Lily-White |

Jack picks up the cube and studies it, curious about its nature.
Read Aura, followed by a Recall Knowledge. Crafting is +15, Arcana/Occultism/Society are +12, Nature/Religion are +12

GM Kate |

Jack knows that it is magical! It is a talisman that can go on a weapon and used to knock enemies down.

Yuturr Unku |
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Yuturr expresses his gratitude for the ministrations of the Druid. Again.
Looking over the cube, he nonchalantly tosses it to Fuchsia. They get knocked down, and they'll get up again, but we'll work to keep them down.

GM Kate |

You enter the next room. The sun symbol on the floor of this room continues
to glow, although a network of wires across the floor spark, hiss and dim the glow where the wires cross it. The wires are connected to a contraption of iron and wood about two feet square. Two large stone fonts in the southwest and southeast corners of the room bear clear, clean water.
Two gnomes are hard at work on the contraption, so engrossed they barely notice you entering.
tech 1: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
tech 2: 1d20 + 15 - 2 ⇒ (1) + 15 - 2 = 14
Fuchsia: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Zarke: 1d20 + 1 + 15 ⇒ (1) + 1 + 15 = 17
Jack: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Asta: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
Yuturr (Stealth): 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Initiative!
Asta
Fuchsia
Yuturr
Tech 1
Jack
Zarke
Tech 2

Fuchsia Madouc |

Fuchsia darts in and sets up an Aid for whoever gets the flank by poking at the contraption with her rapier.
Oh, I saw one of these before. Does this help? How about this? poke, poke.
DOuble move, ready to aid
One for All (aid another to gain panache and help out)
One For All (Diplomacy to Assist on Reaction) (E): 1d20 + 4 + 15 ⇒ (6) + 4 + 15 = 25 Success on aid for +1 but fails to generate panache.

Asta Odimmadu |
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Society to Recall Knowledge on #1 (Known Weakness): 1d20 + 15 ⇒ (16) + 15 = 31 +1 circ on first attack for everyone until my next turn on crit.
Devise a Stratagem: 1d20 ⇒ 20
Seeing a perfect opportunity, Asta quickly strides in next to Fuschia, leaving the prime position for Yuturr, and strikes at the gnome in front of him!
+1 striking ghost touch sword cane vs. #1 (DaS): 20 + 16 = 36
P damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Strategic Strike: 2d6 ⇒ (6, 6) = 12
42 damage on the crit.

Yuturr Unku |

Oh, it helps, Yuturr quips, and that does too! Grateful for both Fuchsia's tactics and Asta's advice, he darts into the room to take advantage of the Swashbuckler's positioning.
+1 striking rapier vs. flat-footed AC: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
piercing: 2d6 + 2 ⇒ (6, 6) + 2 = 14
plus sneak attack: 2d6 ⇒ (3, 3) = 6
plus deadly, if a crit: 1d8 ⇒ 7
Stride x2, Strike.

GM Kate |

Asta, Fuchsia, and Yuturr take advantage of the technicians' distraction to barrel into the room and surround one. Asta is certain that these are gnomes. Crit, +1 to everyone!
Badly injured, the technician draws a rapier and stabs at Yuturr, then steps out of the flank. Yuturr notices that something is smeared on the rapier.
rapier!: 1d20 + 18 ⇒ (12) + 18 = 30
ouch!: 2d6 + 8 ⇒ (4, 1) + 8 = 13 and a Fort save!
DC 21
Stage 1
1d10 ⇒ 6 poison damage and flat-footed (1 round)
Stage 2
1d12 ⇒ 5 poison damage, clumsy 1, and flat-footed (1 round)
Stage 3
2d6 ⇒ (3, 2) = 5 poison damage, clumsy 2, and flat-footed (1 round)
Initiative!
Asta
Fuchsia
Yuturr, -13 hp
Tech 1, -89 hp
Jack
Zarke
Tech 2

Zarke |

T'gon'l brings Zarke into melee where he tries to smash #1
vs #1 FF: 1d20 + 14 ⇒ (12) + 14 = 26
b damage: 2d12 + 4 ⇒ (10, 5) + 4 = 19
If he's still up, Zarke with electric arc them both, otherwise he'll ray of frost the far one.
(+15/DC 25)
to hit?: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 4d4 + 4 ⇒ (4, 1, 2, 4) + 4 = 15

Yuturr Unku |

Fort Save: 1d20 + 11 ⇒ (13) + 11 = 24
Yuturr knows poison when he sees it, but he shakes off the effects.

GM Kate |

Zarke smashes into Tech 1. She still stands, just barely!
Reflex 1: 1d20 + 17 ⇒ (16) + 17 = 33
Reflex 2: 1d20 + 17 ⇒ (10) + 17 = 27
Despite her dodging most of it, the damage from the electric arc is still enough to take down 1!
Initiative!
Asta
Fuchsia
Yuturr, -13 hp
Jack
Zarke
Tech 2, -7 hp
Jack is up!

Jack Lily-White |

Action 1: Stride
Action 2-3: Ray of Frost
Jack takes several steps into the room, catching up with the others. When he sees the melee in play, he draws forth magic to release a ray of frost at the flanked Aspis agent!
Ray of Frost vs 1: 1d20 + 15 ⇒ (14) + 15 = 29
Damage (Cold): 4d4 + 4 ⇒ (2, 2, 1, 2) + 4 = 11

GM Kate |

Jack easily hits the remaining agent with a ray of frost!
She draws a rapier, darts to one side, and stabs Fuchsia!
rapier!: 1d20 + 18 ⇒ (10) + 18 = 28
ouch!: 2d6 + 8 ⇒ (4, 1) + 8 = 13 and a Fort save!
DC 21
Stage 1
1d10 ⇒ 6 poison damage and flat-footed (1 round)
Stage 2
1d12 ⇒ 5 poison damage, clumsy 1, and flat-footed (1 round)
Stage 3
2d6 ⇒ (3, 2) = 5 poison damage, clumsy 2, and flat-footed (1 round)
Initiative!
Asta
Fuchsia, -13 hp, Fort save needed
Yuturr, -13 hp
Jack
Zarke
Tech 2, -18 hp

Yuturr Unku |

Hey now! Yuturr admonishes. What did she ever do to you? I mean besides the stabbinating...
Without waiting for an answer, he darts over opposite the ratfolk movement provokes, if applicable and tries to get in some stabbination of his own.
+1 striking rapier vs. flat-footed AC: 1d20 + 16 ⇒ (8) + 16 = 24
piercing: 2d6 + 2 ⇒ (1, 1) + 2 = 4
plus sneak attack: 2d6 ⇒ (4, 4) = 8
plus deadly, if a crit: 1d8 ⇒ 4
+1 striking rapier vs. flat-footed AC: 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 17
piercing: 2d6 + 2 ⇒ (4, 5) + 2 = 11
plus sneak attack: 2d6 ⇒ (5, 5) = 10
plus deadly, if a crit: 1d8 ⇒ 5
Stride, Strike x2.

Fuchsia Madouc |

Fort: 1d20 + 13 ⇒ (3) + 13 = 16
Ow!
-6 HP and FF
Tumble: 1d20 + 18 ⇒ (4) + 18 = 22
Tumble: 1d20 + 18 ⇒ (6) + 18 = 24
Whatever.
Striking Rapier vs FF: 1d20 + 16 ⇒ (7) + 16 = 23
P: 2d6 + 4 ⇒ (4, 2) + 4 = 10

Jack Lily-White |

Action 1: Guidance
Action 2-3: Ray of Frost
Jack continues to weave magic through his actions, first to guide his aim and then to release yet another ray of frost!
Ray of Frost vs 2 (w/Guidance): 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Damage (Cold): 4d4 + 4 ⇒ (1, 3, 3, 3) + 4 = 14

GM Kate |

Yuturr hits once, thanks to the flank, while Fuchsia and Jack struggle to connect.
Initiative!
Asta
Fuchsia, -19 hp, flat-footed, Fort save needed
Yuturr, -13 hp
Jack
Zarke
Tech 2, -30 hp

Asta Odimmadu |

Asta studies the agent, looking for the best way to cut her down while she's distracted.
Society to Recall Knowledge (Known Weakness): 1d20 + 15 ⇒ (15) + 15 = 30 +1 circ bonus to everyone's next attack if that is a crit success to identify a gnome.
Devise a Stratagem: 1d20 ⇒ 12
Seeing an opening, he darts around next to Yuturr, trying to set up Zarke and T'gon'l for a strike.
+1 striking ghost touch sword cane (DaS): 12 + 16 = 28 +1?
P damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Strategic Strike: 2d6 ⇒ (3, 5) = 8

Zarke |

T'gon'l carries Zarke into melee where he smashes with his hammer.
hammer time vs FF: 1d20 + 14 ⇒ (17) + 14 = 31
b damage: 2d12 + 4 ⇒ (1, 7) + 4 = 12
Then fires an electric arc point blank.
zot: 4d4 + 4 ⇒ (4, 3, 3, 1) + 4 = 15
Basic Reflex DC 25

GM Kate |

Asta knows everything about fighting gnomes! Crit success He then demonstrates by stabbing the Aspis agent.
Zarke follows up with a hammer, followed by an electric arc.
Reflex: 1d20 + 17 ⇒ (5) + 17 = 22
At point blank range, the dexterous gnome gets hit by all of it!
The technician moves out of the cluster provokes from Zarke, then draws and tosses an alchemist's fire at Fuchsia! She then quickly applies a nasty-looking substance to her blade.
alchemist's fire: 1d20 + 18 ⇒ (3) + 18 = 21
The flat-footed Fuchsia ducks out of the way!
Initiative!
Asta
Fuchsia, -19 hp, flat-footed, Fort save needed
Yuturr, -13 hp
Jack
Zarke
Tech 2, -82 hp

Yuturr Unku |

Leaving so soon? Yuturr quips, darting along the wall to end up adjacent again. But we're having such fun!
Trigger: an ally maneuvers into flanking with the foe
+1 striking rapier vs. flat-footed AC: 1d20 + 16 ⇒ (1) + 16 = 17
piercing: 2d6 + 2 ⇒ (1, 2) + 2 = 5
plus sneak attack: 2d6 ⇒ (5, 2) = 7
plus deadly, if a crit: 1d8 ⇒ 2

Jack Lily-White |

Action 1-2: Ray of Frost
Action 3: Stride
Jack releases another ray before repositioning to slow any escape north.
Ray of Frost vs 2: 1d20 + 15 ⇒ (20) + 15 = 35
Damage (Cold): 4d4 + 4 ⇒ (3, 2, 3, 1) + 4 = 13 x2 plus -10 speed

Fuchsia Madouc |

Fuchsia tumbles and fails twice then stabs. She leaves the flank open for Zarke or Asta just to change things up.
1d20 ⇒ 5
1d20 ⇒ 6
Stab: 1d20 + 16 ⇒ (13) + 16 = 29
P: 2d6 + 4 ⇒ (5, 3) + 4 = 12

Zarke |

AoO: 1d20 + 14 ⇒ (15) + 14 = 29
smashy face: 2d12 + 4 ⇒ (7, 5) + 4 = 16
Chasing down the Aspis Gnome with the aid of T'gon'l Zarke movesinto another flanking arc.
Smash: 1d20 + 14 ⇒ (5) + 14 = 19
smashy face: 2d12 + 4 ⇒ (5, 11) + 4 = 20
electric arc: 4d4 + 4 ⇒ (1, 3, 4, 3) + 4 = 15
basic ref 25

Asta Odimmadu |

Society to Recall Knowledge (Known Weakness): 1d20 + 15 ⇒ (2) + 15 = 17
Devise a Stratagem: 1d20 ⇒ 10
Asta moves in and strikes the gnome.
+1 striking ghost touch sword cane (DaS): 10 + 16 = 26
P damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8
Strategic Strike: 2d6 ⇒ (1, 3) = 4

GM Kate |

Zarke's AoO hits!
Yuturr gets into position and waits for a friend.
Jacks lets loose with an impressive ray of frost!
Fuchsia can't get the tumble right, but easily succeeds at stabbing, which brings down the gnome!
Fuchsia's still poisoned, but nothing that would have lasting effects, so no need to roll it out.

Asta Odimmadu |
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Occultism: 1d20 + 17 ⇒ (12) + 17 = 29
"I'm fine, thanks. I think Yuturr took the worst of it. Now, let's see what this contraption in the middle is?" After some careful examination, Asta points to the iron rod that forms the core of the device. "I believe that this was some sort of contraption to funnel magical energy into this rod, which is now imbued with powerful, chaotic magic." The iron rod is a rod of wonder.

Zarke |

Zarke works on bandaging his companions while his allies decide what to do with the rod of wonder.

GM Kate |
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Jack delicately removes the rod, at which point the wires attached to it flare and disintegrate into dust.
You have a rod of wonder!

GM Kate |

You head into the next room.
The five slabs protruding from the walls are covered with maps and plans. Double doors lead east and south.
Zarke: 1d20 + 15 ⇒ (11) + 15 = 26
Asta: 1d20 + 15 ⇒ (16) + 15 = 31
Asta realizes that the slabs are trapped when he spots a hidden control panel beneath the central slab! Each slab has a scroll symbol that would harm you.
You can disable a symbol with Thievery or Dispel Magic. You can disable the hidden control panel with a tougher Thievery check.

Yuturr Unku |

Yuturr squats by the nearest slab. Stand back, all. I got this, he says, working to disable the device.
Thievery [E: 1d20 + 15 ⇒ (11) + 15 = 26
...or do I? >.>

Fuchsia Madouc |

Darn right you got this. They're dumb Aspis, not the clever cat I know so well!
One For All (Diplomacy to Aid Another), Badge (E): 1d20 + 4 + 15 ⇒ (19) + 4 + 15 = 38
+2 on the check?

GM Kate |

Yuturr disables one of the slabs!
Just to speed this up a little, there are four more slabs, each of which can be disabled with a DC 25 Thievery check, or you can do one single DC 29 Thievery check on the hidden control panel, but you must be Master in Thievery.

Fuchsia Madouc |

One for All to Aid: 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27 +1
One for All to Aid: 1d20 + 15 + 4 ⇒ (10) + 15 + 4 = 29 +1
One for All to Aid: 1d20 + 15 + 4 ⇒ (15) + 15 + 4 = 34 +2
One for All to Aid: 1d20 + 15 + 4 ⇒ (11) + 15 + 4 = 30 +2
Fuchsia prattles on as her friends disable the traps.

Zarke |

Zarke organizes his medkit.
Wrapped bandages here, antiseptic here, red-leaf coagulant here, splints here...

Yuturr Unku |

Not a master, only an expert.
DC 25 Thievery (E): 1d20 + 15 ⇒ (20) + 15 = 35
DC 25 Thievery (E): 1d20 + 15 ⇒ (15) + 15 = 30
DC 25 Thievery (E): 1d20 + 15 ⇒ (3) + 15 = 18
I VOLUNTEER THIS HERO POINT AS TRIBUTE
DC 25 Thievery (E): 1d20 + 15 ⇒ (12) + 15 = 27
...is a crit success good for two? If not...
DC 25 Thievery (E): 1d20 + 15 ⇒ (3) + 15 = 18 well, I hope it is, then, right?
DC 25 Thievery (E): 1d20 + 15 ⇒ (4) + 15 = 19
DC 25 Thievery (E): 1d20 + 15 ⇒ (12) + 15 = 27

GM Kate |

Crit success is good for two, yes!
Yuturr carefully disables all of the symbols on the slabs. As he disables the last one, he finds a crate under the slab, alchemical reagents worth 480 gp, a dose of wyvern poison in a clay vial resembling a drake in flight, a lesser potion of acid resistance, and four clearly labelled lesser elixirs of life.