| GM Euan - Rise |
Seamus successfully disarms the traps in the dining room.
Kast opens the next door as the party readies themselves. You find an unlit staircase, descending into the ground. A cellar!
Looking down the stairs, you see a short hall and a number of other doors.
| Seamus Passeri |
Frowning at Val, he agrees, "What kind of mother indeed."
Seeing the stairs, Seamus turns to Kast, "Huh, I assumed this door would open to the same room as the other door in the..." Gesturing towards the room he just left, not wanting to call it a 'dining room' even if that is what may have happened there. "Other room."
Remembering past exploits he looks back to the others, "Shall we save the basement for last?"
| Izomandakus |
"Ok. It seems unlikely we will find the mommy in the cellar for a talk anyway, isn't it?" Izomandakus agrees with Seamus, and seeing the elf has disabled the traps in the doors, he looks at the one in the north-east, and opens it at a distance with a cantrip.
The redhead covers his nostrils expecting an awful stench as the one in the kitchen.
| Kast Phaer |
"Shall we save the basement for last?"
"Save the basement for last," Kast agrees, putting the kitchen table against the door and trying to blockade as best as possible (so it at least will make some noise if it is opened). He will even stack some chairs from the next room both to help barricade the door, but also to clear that out space should there be more fighting.
Kast will guard the side door while Izo opens the next.
| Hasslo Holt |
Did we rest up enough to clear Hasslo's Sickened condition?
Hasslo's stomach is still on edge. "I don't feel so good. Who would live in a dump like this? I've seen hoarders before, but nothing compares to this."
Still hesitant, Hasslo stays back. "I agree. We should clear out this floor. Who knows if other of her children are around. We don't want to be blocked off our only exit."
| GM Euan - Rise |
Maulgro bleeds out as the party opens the next door (Hasslo, you still have about a minute on your sickness, but it should expire with searching this chamber).
This simple room is strewn with “toys,” some of carved wood or bone, while others appear to be little more than partial animal carcasses. Old bloodstains mark the walls; some resemble crude, childlike paintings and feature images of dismembered horses, a ridiculous grinning horned devil tossing children off a cliff, and a big lake with a black reptilian monster sprouting tentacles from its back. Bookshelves rest against the wall, but instead of tomes they hold skulls of all shapes and sizes. Some fresh.
You search this room and find nothing… well, nothing you’d want to keep. Bury maybe.
You line up at the next door. After Seamus has carefully checked it, and disarmed the trap there, you open it to reveal stairs up, shrouded in darkness, and a filth strewn hallway with several doors.
Pachemu (-15hp)
Valena (3 images)
Seamus (-13hp)(-2 str dam, -1 dex dam)
| Izomandakus |
Izomandakus observes the skulls and other bizarre stuff in the room without giving it much interest. After a quick walk around, he just comes out of the room, and still from the lunch room, he performs a magical gesture to open the door in front, to the west, at a distance.
Pachemu seems more affected by the view, she frowns with her piggy eyebrows and is happy to be out of the room fast "Oink."
| Seamus Passeri |
Trying to focus on the task at hand, Seamus quickly checks the room, trying to ignore the 'decor.' After opening the second door off of the 'dining room' Seamus moved his shoulder a little asking if someone could 'Hamberder' his shoulder.
After a couple taps from the wand he was feeling better, Moving into the hallway where they saw the steps, he goes to the northern door, inspecting it for traps and locks, dealing with whatever he finds he draws his long knives and opens the door.
taking 10(21/25) on perception and disable device(23/28)
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (3) + 1 = 4
| Valena Dalloway Versade |
| 1 person marked this as a favorite. |
Seeing Pachemu still hasn’t been healed and that Seamus is already taken care of, Val taps the little pig a few times.
UMD: 1d20 + 14 ⇒ (14) + 14 = 28
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 14 ⇒ (7) + 14 = 21
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
UMD: 1d20 + 14 ⇒ (6) + 14 = 20
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Should put Pachemu at only -1
| Hasslo Holt |
"We need to burn this place to the ground. It just gets worse and worse. I can't believe anyone would live like this.". He looks around and shakes his head.
| Izomandakus |
Pachemu sniffs the place were her wounds were and shakes her head squealing happily at Valena.
Izomandakus smiles too "Thanks Valena" then nods agreeing with Hasslo "In fact that is probably for the best, but we should first make sure there is no one else here retained against their will. Plus a fire in the middle of the forest can get out of control pretty easily"
If there is nothing of interest behind the door to the west, Izomandakus makes another magical gesture to open the one at the north of the corridor.
| GM Euan - Rise |
Seamus checks and opens the next door. This filthy bedroom contains little more than a lumpy mattress heaped with twigs, mud, and hopefully little else, although the stink of sewage in the room indicates otherwise. Dozens of humanoid fetishes crafted of bits of leather, straw, corn husks, twigs, and bones hang from cords throughout the room.
Seamus spots a jade ring on one of the fingers. It’s rather fine, and worth 300gp if you remove it.
The next chamber is used, now and then, to store refuse and other remnants from the various antics the Grauls get up to. Among the detritus are a not insubstantial pile of bones, likely from babies, or perhaps fey.
Pachemu (-1hp)
Valena (3 images)
Seamus (-1hp)(-2 str dam, -1 dex dam)
| Kast Phaer |
Kast will open the door near him when others are ready.
”Ayep, this place is a dump,” Kast agrees, his own stomach beginning to churn. ”And I agree we might want to burn it down when we are done here. But we can’t be sure there aren’t more rangers inside. Or other innocents.”
| Seamus Passeri |
ninja'd by Kast will edit:
Is there a hole in the northern rooms floor?
Nodding as Kast tells him that 'he's got his back' Seamus opens the door, and grimaces seeing the Fetishes, turning to Hasslo then Izomandakus. "You two are right, burning may not be out of the question."
Unable to resist the temptation of the ring, Seamus cautiously moves into the room looking for traps as he goes. Then carefully cuts the finger from the twine holding it. Carefully sliding the ring off, he drops the finger, then wipes his hand on his pant leg as he puts the ring in his bandolier.
Walking past he door Izomandakus had opened, Seamus, seeing the pile of tiny bones, shakes his head. "Burning should definitely be something we consider."
Stopping near the door in the corner, Seamus listens at the door for any sounds. Then checking the door for locks and traps, dealing with whatever he finds. Putting away his tools he draws his knives while he steps out of the way. Nodding to Kast so he can open the door.
Taking 10 (35) on perception for any traps in the fetish room, also taking 10 (31/35) on perception for the door down the hallway and 10(23/27) on any locks or traps
| Izomandakus |
Izomandakus smirks while looking at the little bones and placing a hand over his ingredients pouch "Good thing of not being a necromancer is one does not have to deal with collecting such disgusting materials for magic"
Covering behind the wall in case the corridor is barreled by a trap or enemy, the redhead and Pachemu wait to see the next door opened.
| Valena Dalloway Versade |
Val does her usual trick of scenting her handkerchief and holding it up to her face. She can barely bring herself to look at anything in this room. She wishes she could drink here, but that would mean uncovering her mouth. This place is utterly deranged and she cannot let herself dwell on it for too long.
| GM Euan - Rise |
There is a hole in the floor of the northern room, but only to the ground/foundation, not to the basement.
The southern door opens easily. A mangy bearskin rug lies before a tremendous hearth set into the wall, its pained visage still snarling at whatever cruel hunter took its life. A huge couch haphazardly upholstered in animal hide and human flesh, replete with a collection of talons, monstrous hairy spider’s legs, fox heads, and human hands and feet, sits to the west. You can see the main entrance to the house to the south.
Seamus and Hasslo both think the floor may be a touch unsafe around the sofa, so best to give it a wide berth if you enter and search the room.
Pachemu (-1hp)
Valena (3 images)
Seamus (-1hp)(-2 str dam, -1 dex dam)
Don't forget to move yourself on the map so's to keep up with the group.
| Izomandakus |
As Kast advances through the corridor, Izomandakus approaches to the door frame to have a more precise look of the scene "Yeah, this place is hardly salvageable, it is probably better to rebuild it from scratch." then looking at the entrance door, he says a few magical words to attempt open it at a distance "Better check that route is viable for escape in case we need it..."
| Seamus Passeri |
Nodding as Kast moves to the next door and Izomandakus takes a peak in this one, Seamus adds, "Salvageable or not, could you imagine the nightmares from cleaning it." Hearing Izomandakus mention checking the route, Seamus wasn't sure how close he'd need to get to use his magic, adds. "Watch the floor near the sofa it looks really weak."
Seeing Kast head to the door down the hall, Seamus, remembering the scythes on the other doors, hustles to check this one. After checking the door for traps or locks, and dealing with them if he finds them. He steps back behind Kast. "Ok, I think were ready."
taking 10 (31/35) on perception for the door and 10(33/37) on disable device for any locks or traps
| Hasslo Holt |
Hasslo nods at Seamus. "Yes, stay clear of that room. The sofa there looks too heavy for the wood underneath it. Maybe we can purposely collapse it?". Hasslo has no sense of engineering and isn't sure if it's possible or even a good idea.
"What do you see up ahead Kast? Any sign of 'Mammy'?"
| GM Euan - Rise |
The cloying stink and visuals of this room is overwhelming. Fort saves again, DC 15 or nauseated 1round.
Buckets of filth are stacked against the walls, fat ravenous flies lazily circling their rims. The room itself is dominated by an immense bed, its ratty sheets stained beyond hope. A huge easel sits next to the bed with a palette of various shades of brown and red ‘paint’.
The sources of these morbid pigments - several crushed organs and ragged stumps of flesh - sit in receptacles next to the easel. A set of brushes made with human hair jut from a broken skull by the easel, while a comb made from a human mandible sits on a small oak bedside table nearby, its teeth clotted with thick strands of greasy black hair.
The bodies of three horribly deformed men dressed in ragged finery are wandering the room serving the occupant in the bed, their mouths sewn tightly shut with lengths of, need I say it?, greasy black hair. They have short swords at their belts and the blades look in good condition.
But the worst of it, is Mammy Graul (image, NSFW) herself! The first woman you’ve seen among this large family of misfits, Mammy Graul rules the roost and is immediately angry at her sons for failing to stop you. And she says so.
”I cannot believe my sons failed to stop you. Look at you! You’re puny!” She goes on to say many nasty things about your ancestors, as she nibbles on the fingers of the forearm she’s holding. Before she can really get started though, I imagine combat ensues… though you may, if you wish, simply delay.
- Round 1 -
Valena - 24 (3 images)
Seamus - 22 (-1hp)(-2 str dam, -1 dex dam)
Izomandakus - 19
Pachemu - 19 (-1hp)
Hasslo - 12
Kast - 9
Good Folk - 0
Izomandakus: 1d20 + 3 ⇒ (16) + 3 = 19
Kast: 1d20 + 0 ⇒ (9) + 0 = 9
Seamus: 1d20 + 10 ⇒ (12) + 10 = 22
Valena: 1d20 + 6 ⇒ (18) + 6 = 24
Good Folk: 1d20 - 3 ⇒ (1) - 3 = -2
First up - Everyone!
| Kast Phaer |
| 1 person marked this as a favorite. |
Round 1, Init 9
"I have a plan!" Kast says, looking into the room. "Get her!"
Surprised to get the jump on anyone, Kast quickly darts into the room so that everyone has room to strike. He offers his own slash at Mammy.
Iron Quill, two handed:
1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 to hit; (BS)
1d10 + 9 + 3 ⇒ (7) + 9 + 3 = 19 damage.
Edit for Fort Save and it cost me a pot crit not to do it right.
1d20 + 3 ⇒ (20) + 3 = 23 Fort
hp: 52/52
AC: 22/19/13 (always on shield) +2 with MCaE
Saves: F4/R7/W6* +4 vs. mind affecting
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 4/4 left
1: 7/7 left
2: 6/7 left
3: 3/5 left
Iron Quill, two handed:
1d20 + 7 ⇒ (15) + 7 = 22 to hit; (PA)
1d10 + 9 ⇒ (8) + 9 = 17 damage.
Longspear:
[ dice]1d20+7[/dice] to hit;
[ dice]1d8+3[/dice] damage.
Morningstar, one hand:
1d20 + 8 ⇒ (11) + 8 = 19 to hit;
1d8 + 2 ⇒ (2) + 2 = 4 P/B damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+6[/dice] to hit; (PA)
[ dice]1d8+9[/dice] damage.
| Seamus Passeri |
fort: 1d20 + 6 ⇒ (18) + 6 = 24
Haven't had a chance to use this yet Rogue’s Edge: Acrobatics: 5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10)
Seeing the undead, and then the thing on the bed, Seamus lets out moan but quickly clamps his mouth shut when the stench hits him. Holding back the bile, he refrains from making any pithy comments while he clicks his heels together activating the fancy slippers. Easing past Kast, cutting to the right, between the two 'servants' on the right and spinning behind the one against the wall. Stopping near the closet he slashes at the red one standing in front of him with his mithril long knive .
acrobatics, 25 ft move using rogues edge, attack: + 1 mithril shortsword + 1 magical shortsword WF flatfooted?
acrobatics: 1d20 + 21 ⇒ (17) + 21 = 38
attack: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25 for damage: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10 + flatfooted: 4d6 ⇒ (6, 2, 2, 1) = 11
| Valena Dalloway Versade |
Fortitude Save: 1d20 + 7 ⇒ (8) + 7 = 15
Val just barely manages to hold in the contents of her stomach. She makes a judgment call and rushes in without any fancy acrobatics, happy to try to end this as soon as possible. She squares-up versus “Mammy” and does her best to stare at the architect of all this evil. Val feels a rare and complete desire to kill, one she has not felt since Cory. This woman is evil, and she needs to die, and that is all that matters right now.
Attack with Irreconcilable Differences vs Mammy (power attack): 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Damage (power attack, painful stare): 1d6 + 6 + 4 + 2d6 + 3 ⇒ (4) + 6 + 4 + (4, 5) + 3 = 26
Since she goes first, looks like no flank for Val, but if I’m figuring my reach weapons right, Kast will get one
HP: 68/68
AC: 26/17/20
Saves: F7/R12/W10 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Mammy
Painful Stare: Mammy
Active Implanted Tricks 3/5 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: Mirror Images (3)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/5 used (Vanishx0, Lock Gazex0, Ill Omenx0, Faerie Firex0, Invigoratex0)
2: 2/4 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0)
3: 1/2 used (Sendingx1, Displacementx0)
Irreconcilable Differences:
[ dice]1d20+13[/dice] to hit;
[ dice]1d6+6[/dice] damage.
| Izomandakus |
Izomandakus: Fort+HR DC 15: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Pachemu: Fort DC 15: 1d20 + 6 ⇒ (2) + 6 = 8
Izomandakus stoically holds his stomach, but Pachemu halts in the door frame throwing everything.
"That's a solid plan" spotting the zombies and blunt edge of his staff, Izomandakus says a few words of power and his right hand is covered with an eerie blue energy. Moving forward, he touches whatever zombie has survived his friends assault.
Chill touch+heroism (touch, flatfooted): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 +2 flank if blue or red are still up
Panicked rounds (Will DC 14 negates): 1d4 + 8 ⇒ (1) + 8 = 9
Pig - HP 32/33 AC 20 TAC 12
Nauseated 1 round +2 from circle vs evil
Boy - HP 65/66 DR 5/adamantine (30/40) AC 20 TAC 16 +1 from circle vs evil
Bolts: 10
Rod: 3/3
Augment: 3/6
Perfection: 8/8 (+4)
Effects:
chill touch 7/8
heroism 155 min
clay skin 75 min
mage armor 8 h
greater magic weapon (+2) 8 h
| Hasslo Holt |
Fortitude: 1d20 + 9 ⇒ (18) + 9 = 27
Hasslo's stomach momentarily turns over. But he manages to keep is lunch in - for now. He sighs as the others dash in. Seeing 'Mammy' laying there, he calls out to her, "Nasty woman. You deserve to die. We'll cleanse this place of your filth."
Double move in.
| GM Euan - Rise |
Valena strikes at Mammy Graul, noticing as she gets close, that Mammy has a number of images spinning around her, much like Valena herself! 1d4 + 2 ⇒ (2) + 2 = 4 1d5 ⇒ 2 She hits an image. Seamus tumbles in, showing off, and destroys the zombie next to him in one fell swoop! Izomandakus misses the dodgy zombie, moving more lithely than you’d expect of such a creature. Hasslo double moves into the room setting himself up to take out Mammy. Kast sweeps into the room as well, bypassing the still inert zombies and stabs at Mammy… 1d4 ⇒ 1 …and he manages to carve of a bit of flab - perfect!
Mammy raises up into the air, the bed creaking and groaning now that her weight is lifted. New visuals are enjoyed by the party as skin and blubber sag in the most unseemly ways as the bedsheet Mammy wears doesn’t really cover enough. She drifts 5’ (5’ step, so no AoOs) toward Kast, before casting a spell. The effects are immediately visible, as the entire party, including poor Pachemu, is affected by slow (link) (Will DC 16 to negate).
Meanwhile, her zombies rush to her defense, attacking Valena and Kast - the two who have dared to attack Mammy so far! They draw their short swords and swing.
Green on Valena: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d6 + 6 ⇒ (6) + 6 = 12 Image: 1d4 ⇒ 3
Blue on Kast: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d6 + 6 ⇒ (6) + 6 = 12
While Valena isn't struck, she does lose an image. And Kast is struck for attacking Mammy.
- Round 2 -
Valena - 24 (2 images)
Seamus - 22 (-1hp)(-2 str dam, -1 dex dam)
Izomandakus - 19
Pachemu - 19 (-1hp)
Hasslo - 12
Kast - 9 (-12hp)
Good Folk - 0
Mammy Graul - (-19hp)(3 images)
Next up - Everyone! The bed is in sore condition and low to the ground - largely collapsed. So if you want to risk the still-moist stains upon it, you can do so as if it were merely difficult terrain. If you do however, please start your round with a Fort save vs disease...
| Valena Dalloway Versade |
@GM Euan: since Val’s attack didnt hit last round, she would have triggered Painful Stare on Kast’s attack instead, so he did an extra 3 damage
Will Save: 1d20 + 10 ⇒ (2) + 10 = 12
Hero Point Reroll: 1d20 + 10 ⇒ (18) + 10 = 28
Val is not about to succumb to this monstrous woman’s magic, not when she has the will to push through it. No repartee right now. She needs to keep her mouth closed lest she trigger her gag reflex.
She follows Mammy, stepping on the mattress, very glad that she has boots on as she hears the moist squish of it underfoot.
Acrobatics to Avoid AoOs from Undead: 1d20 + 15 ⇒ (16) + 15 = 31
Fortitude Save: 1d20 + 7 ⇒ (13) + 7 = 20
She stabs again at Mammy, certain that as long as she is targeting the right one of her, she cannot miss.
Attack with Irreconcilable Differences (power attack): 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
Damage (power attack, painful stare): 1d6 + 6 + 4 + 2d6 + 3 ⇒ (4) + 6 + 4 + (2, 3) + 3 = 22
HP: 68/68
AC: 26/17/20
Saves: F7/R12/W10 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Mammy
Painful Stare: Mammy
Active Implanted Tricks 3/5 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 0
Spells/Conditions: Mirror Images (2)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/5 used (Vanishx0, Lock Gazex0, Ill Omenx0, Faerie Firex0, Invigoratex0)
2: 2/4 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0)
3: 1/2 used (Sendingx1, Displacementx0)
Irreconcilable Differences:
[ dice]1d20+13[/dice] to hit;
[ dice]1d6+6[/dice] damage.
| Seamus Passeri |
will: 1d20 + 6 ⇒ (2) + 6 = 8
hero point reroll
will: 1d20 + 6 ⇒ (2) + 6 = 8
As the undead falls from his attack, Seamus realizes the obese woman is starting to levitate. Spewing the bile in his mouth as she casts her spell, he realizes his movements have been severely hindered. He pulls on that inner strength that all true hero's have, and yeah, nothing, he is still much slower than he has ever been in his whole life. Easing forward, he slashes at the zombie with the mithril long knife in his right hand.
AC 22 moves attack: + 1 mithril shortsword WF, slowed
attack: 1d20 + 11 + 1 + 1 - 1 ⇒ (10) + 11 + 1 + 1 - 1 = 22 for damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
| Izomandakus |
Izomandakus: Will+HR DC 16: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Pachemu: Will DC 16: 1d20 + 6 ⇒ (20) + 6 = 26
Izomandakus and Pachemu shrug the enchantment away and step hard into the room.
The boy observes the display but seems not bothered by the disgusting stuff. He just steps forward and tries to make sure he touches the blue zombie this time.
Chill touch+HR (touch): 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Panicked rounds (Will DC 14 negates): 1d4 + 8 ⇒ (4) + 8 = 12
Pachemu, finally recovered from the nauseating stench, flanks the other zombie with Hasslo.
Bite+flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
S/B/P damage: 1d4 ⇒ 4
Pig - HP 32/33 AC 20 TAC 12 +2 from circle vs evil
Boy - HP 65/66 DR 5/adamantine (30/40) AC 20 TAC 16 +1 from circle vs evil
Bolts: 10
Rod: 3/3
Augment: 3/6
Perfection: 8/8 (+4)
Effects:
chill touch 6/8
heroism 155 min
clay skin 75 min
mage armor 8 h
greater magic weapon (+2) 8 h
| Kast Phaer |
Round 2, Init 9
1d20 + 12 ⇒ (2) + 12 = 14 Know (religion) - Zombies? Why so quick? Usually staggered. Also, affected by mind influencing things?
Flummoxed by his inability to resist even the dumbest spells, Kast very slowly and defensively casts Prayer.
1d20 + 13 ⇒ (5) + 13 = 18 Concentration
Round 1/5: You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
hp: 52/52
AC: 22/19/13 (always on shield) +2 with MCaE
Saves: F4/R7/W6* +4 vs. mind affecting
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 4/4 left
1: 7/7 left
2: 6/7 left
3: 3/5 left
Iron Quill, two handed:
1d20 + 7 ⇒ (1) + 7 = 8 to hit; (PA)
1d10 + 9 ⇒ (2) + 9 = 11 damage.
Longspear:
[ dice]1d20+7[/dice] to hit;
[ dice]1d8+3[/dice] damage.
Morningstar, one hand:
1d20 + 8 ⇒ (7) + 8 = 15 to hit;
1d8 + 2 ⇒ (4) + 2 = 6 P/B damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+6[/dice] to hit; (PA)
[ dice]1d8+9[/dice] damage.
| Hasslo Holt |
Slow - Will DC 16: 1d20 + 6 + 4 ⇒ (19) + 6 + 4 = 29
Hasslo steps up, shaking off the magic the woman casts. He steps over the bed, trying to hold his breath. Provoking from Kunkel
Fortitude: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
The dwarf slashes at the ogrekin. "You wont survive! Your reign of terror is over."
+1 Dwarven Double Waraxe, Power attack, Prayer: 1d20 + 12 - 2 + 1 ⇒ (14) + 12 - 2 + 1 = 25
damage: 1d10 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14
| GM Euan - Rise |
Valena avoids attacks and disease as she tumbles into position, landing a telling blow… 1d4 ⇒ 4 … to an image! Seamus heroically resists her spell, but cannot stop her stench from slowing him down. Still, he successfully slashes the next zombie carving of a chunk of its left arm. Izomandakus touches the zombie (and would have hit last round, sorry, so I’ll say it takes the worst of two rolls. Not quite fair, but close enough. 2d20 ⇒ (9, 18) = 27 - and blue flees in terror! Pachemu connects, but due to DR, cannot pierce their skin and so does no damage. Hasslo slashes at the matriarch… 1d3 ⇒ 1 ...and connects with a solid blow. Kast, also heroically slowed, offers a blessing to the party in the form of a prayer, though I think, in fact, it fails.
Concentration is 15+double spell level. So DC 21 is your target I think. Let me know if you have something I'm unaware of. You could also just 5' step back, and you won't need to cast defensively.
Mammy Graul considers the battlefield, and her own, relatively minor so far, injuries. She casts defensively.
Concentration: 1d20 + 13 ⇒ (11) + 13 = 24 vs DC 23
Her form begins to shimmer… She then flees the room, wedging her girth into the closet so as not to be quite so surrounded by you all. Everyone gets an AoO except Pachemu. "Come and get me!" she cackles from within the overlarge closet.
She cast Displacement. I think mirror images come first, then displacement and will rule that way unless someone has a strong counter-argument. Either way, feel free to roll your 50% miss chance yourself and I’ll continue to track the mirror images.
The blue zombie flees the battlefield, without thought of its own safety (as I read Panicked (link and scroll down), he can’t withdraw as that is an action. So everyone gets an AoO on him as he flees north than south past Pachemu, war pig. Remember, unless you have combat reflexes, you likely are going to use your AoO on Mammy.
Green continues to press on Valena.
Green on Valena: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d6 + 6 ⇒ (3) + 6 = 9 Image: 1d3 ⇒ 2
Sadly, it doesn't even pop an image.
- Round 3 -
Valena - 24 (2 images)
Seamus - 22 (-1hp)(-2 str dam, -1 dex dam)
Izomandakus - 19
Pachemu - 19 (-1hp)
Hasslo - 12
Kast - 9 (-12hp)
Good Folk - 0
Mammy Graul - 0 (-36hp)(2 images)
Blue - 0 (-8hp)
Next up - Everyone! The bed is in sore condition and low to the ground - largely collapsed. So if you want to risk the still-moist stains upon it, you can do so as if it were merely difficult terrain. If you do however, please start your round with a Fort save vs disease...
EDIT
AoO Green on Hasslo: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d6 + 6 ⇒ (3) + 6 = 9
| Seamus Passeri |
Slashing at the large ogre-woman as she moves past, Seamus, keeps the bile from coming up this time. He asks, "Why don't we lock her in the closet, check the upstairs and the basement, then just burn the place down around her?" as he steps towards the green zombie, slashing at it as well.
AC 22 AOO, 5 ft step attack: + 1 mithril shortsword WF, slowed
AOO: 1d20 + 11 + 1 + 1 - 1 ⇒ (7) + 11 + 1 + 1 - 1 = 19 for damage: 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9
attack: 1d20 + 11 + 1 + 1 - 1 ⇒ (4) + 11 + 1 + 1 - 1 = 16 for damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
| Izomandakus |
Izomandakus uses his chance against the fleeing mummy.
AoO: Chill touch+HR+prayer (touch) 5/8: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28
Negative energy damage+prayer: 1d6 + 1 ⇒ (1) + 1 = 2
Fort DC 14 to avoid 1 Strength damage
Pachemu does try to bite the zombie as it flees.
AoO: Bite (only chances to harm it if crits): 1d20 ⇒ 17
"Don't know Seamus. She seems a knowledgeable wizard able to kick in a few tricks if we leave her the time to" then he steps around flanking with Valena to touch the remaining zombie with the remaining eerie blue flames in his hand.
Chill touch+HR+prayer+flank (touch) 4/8: 1d20 + 10 + 2 + 1 + 2 ⇒ (19) + 10 + 2 + 1 + 2 = 34
Panicked rounds (Will DC 14 negates): 1d4 + 8 ⇒ (2) + 8 = 10
Pachemu steps to the side to spot the Mammy of the Grauls and menaces her with piggy terrors if she gets out of the closet "Oink oink oink!"
Intimidate-smaller size (demoralize): 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
Pig - HP 32/33 AC 20 TAC 12 +2 from circle vs evil
Boy - HP 65/66 DR 5/adamantine (30/40) AC 20 TAC 16 +1 from circle vs evil
Bolts: 10
Rod: 3/3
Augment: 3/6
Perfection: 8/8 (+4)
Effects:
prayer r11
chill touch 4/8
heroism 155 min
clay skin 75 min
mage armor 8 h
greater magic weapon (+2) 8 h
| Valena Dalloway Versade |
Images (1 is her): 1d3 ⇒ 2
AoO (flank, power attack): 1d20 + 13 + 2 - 2 ⇒ (20) + 13 + 2 - 2 = 33
AoO Damage (power attack): 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Val stabs at what she is certain is Mammy’s heart as she passes by, and she correct. Albeit with the wrong Mammy. One less image
From where she is standing, Val smiles at the retreating villain. She knows this woman’s exact tricks and has kept a contingency just for such annoyances.
She steps off the horrible bed and takes a moment to center herself. She holds out her free hand and snaps her fingers—entirely for show, as none of her spells require movements—and a burst of violet lights erupt on top of Mammy.
Faerie fire, five foot burst. She loses the effect of her displacement!
HP: 68/68
AC: 26/17/20
Saves: F7/R12/W10 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Mammy
Painful Stare: Mammy
Active Implanted Tricks 3/5 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: Mirror Images (2)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/5 used (Vanishx0, Lock Gazex0, Ill Omenx0, Faerie Firex1, Invigoratex0)
2: 2/4 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0)
3: 1/2 used (Sendingx1, Displacementx0)
Irreconcilable Differences:
[ dice]1d20+13[/dice] to hit;
[ dice]1d6+6[/dice] damage.
| Hasslo Holt |
AOO: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24
damage: 1d10 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Displacement: 1d100 ⇒ 15
Hasslo slashes out at Mammy as she flees. "Where do you think you're going?"
Fortitude vs. Disease: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
As he surveys the room, Hasslo begins feeling very sick and starts hacking up a lung. "What... what's wrong with me."
If nothing bad happens, will double move up to Mammy.
| Kast Phaer |
Correct, the spell was lost. Couldn't 5' step back and cast, such is the nature of slow.
Round 3, Init 9
AoO: Iron Quill, two handed:
1d20 + 8 + 2 - 1 ⇒ (5) + 8 + 2 - 1 = 14 to hit; (BS,-slow)
1d10 + 9 + 3 ⇒ (10) + 9 + 3 = 22 damage.
Kast slowly moves to help Hasslo near the closet.
hp: 52/52
AC: 22/19/13 (always on shield) +2 with MCaE
Saves: F4/R7/W6* +4 vs. mind affecting
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 4/4 left
1: 8/8 left
2: 6/7 left
3: 3/6 left
4: 3/4 left
Iron Quill, two handed:
1d20 + 7 ⇒ (2) + 7 = 9 to hit; (PA)
1d10 + 9 ⇒ (10) + 9 = 19 damage.
Longspear:
[ dice]1d20+7[/dice] to hit;
[ dice]1d8+3[/dice] damage.
Morningstar, one hand:
1d20 + 8 ⇒ (2) + 8 = 10 to hit;
1d8 + 2 ⇒ (3) + 2 = 5 P/B damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+6[/dice] to hit; (PA)
[ dice]1d8+9[/dice] damage.
| GM Euan - Rise |
| 1 person marked this as a favorite. |
Slow (link): An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Staggered (link): A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
5' step: You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance. You can take a 5-foot step before, during, or after your other actions in the round.
You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
- - -
So a 5’ step is a miscellaneous action, which has its own limitations, generally involving movement. But so long as the slow spell doesn’t reduce your move below 5’, I think you can 5’ step. Certainly I see nothing here that says you can’t. Though the Beginner’s Box has some language that does eliminate 5’ steps for slowed creatures - that’s not the game we’re playing.
I checked the boards as well, not always a reliable source mind you, but I did find a post on mark, and the brief consensus (link) agreed with me as well.
So for the future, I think you can 5’ step in a slow spell.
- - -
Valena’s displacement: 1d100 ⇒ 70
Valena takes out an image as Mamma retreats and ends her displacement! Seamus doesn’t have much luck with either of his attacks, though he does pop an image as she runs past (miss within 5). Izomandakus slaps MI: 1d2 ⇒ 1 Mammy, Disp: 1d100 ⇒ 46 but misses due to displacement. She does shrink back, a little, from Pachemu, war pig, as she hides in her closet. Hasslo slaps MI: 1d2 ⇒ 2 away her last mirror image with his AoO and then double moves into position. The rush makes him cough a bit, but nothing further untoward occurs due to the disease at this time… Kast swings for the rafters, but the floating Graul manages to deflect the blow with rolls of fat. He then moves into position to pry Mammy out of her closet.
Green Will: 1d20 + 1 ⇒ (9) + 1 = 10 vs DC 14 or panic
Green provokes from Seamus, Izomandakus, Pachemu, and Kast as it flees the room
She’s had relatively good luck in this battle so far, so she presses it further trying to cast another spell.
Concentration: 1d20 + 13 ⇒ (11) + 13 = 24 vs DC 23
She reaches out to poor Hasslo, her moist finger simply oozing with something unpleasant. ”Goo!” she cries as she touches him, or tries to!
Melee Touch: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16 (shaken) vs TAC 12
Hasslo, please make a Fort DC 15 (disease) or suffer strength damage: 1d6 ⇒ 1 as your muscles constrict and ache and red blotches form on your skin.
The blue zombie continues to flee, out the front door so kindly opened by Izomandakus earlier. It’s well out of sight, but you hear a loud ”Thunk!” as a cluster of bone spurs, likely still dripping with a little flesh, just impaled it.
Bone Spike: 1d20 + 10 ⇒ (17) + 10 = 27 damage: 1d6 + 2 ⇒ (5) + 2 = 7
Bone Spike: 1d20 + 10 ⇒ (9) + 10 = 19 damage: 1d6 + 2 ⇒ (6) + 2 = 8
Bone Spike: 1d20 + 10 ⇒ (5) + 10 = 15 damage: 1d6 + 2 ⇒ (6) + 2 = 8
Bone Spike: 1d20 + 10 ⇒ (4) + 10 = 14 damage: 1d6 + 2 ⇒ (1) + 2 = 3
Blue staggers past that trap, having only been impaled a little. As it flees the saws set in the floor activate, and try to sever its feet!
Floor Saw: 1d20 + 14 ⇒ (9) + 14 = 23 damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15
The floor saw is too much for it as it collapses and is carved up by the still working blades before the trap resets.
Green continues to press on Valena.
Green on Valena: 1d20 + 8 ⇒ (12) + 8 = 20 damage: 1d6 + 6 ⇒ (3) + 6 = 9 Image: 1d3 ⇒ 2
I think that pops an image on Valena (within 5 of AC).
- Round 4 -
Valena - 24 (1 images)
Seamus - 22 (-1hp)(-2 str dam, -1 dex dam)
Izomandakus - 19
Pachemu - 19 (-1hp)
Hasslo - 12 (Fort DC 15)
Kast - 9 (-12hp)
Good Folk - 0
Mammy Graul - 0 (-36hp)
Blue - 0 (destroyed)
Next up - Everyone!
| Valena Dalloway Versade |
Val’s AC is 26, so does not pop an image!
Val rushes into the room that Mammy is huddled in, barreling past with little concern for her attacks.
She will provoke. Can’t get to the spot I want if I slow down for acrobatics
With her comrades piling up, she shifts gears. ”One of you take her in melee. I will work my magic from afar.” Still staring at the villainess, she focuses on the mental image of her inexplicably failing at everything she tries
Ill Omen on Mammy. No save, and she needs to roll her next two d20 rolls twice and take the lower. If she successfully spellcrafts to know what Val did, she can spend a move action to negate one of the rerolls by saying a prayer, doing a quick charm, etc….
Since she isn’t attacking this round, whoever hits Mammy between Val’s turns will get a +3 to their damage
HP: 68/68
AC: 26/17/20
Saves: F7/R12/W10 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Mammy
Painful Stare: Mammy (unclaimed)
Active Implanted Tricks 3/5 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: Mirror Images (2)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/5 used (Vanishx0, Lock Gazex0, Ill Omenx1, Faerie Firex1, Invigoratex0)
2: 2/4 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0)
3: 1/2 used (Sendingx1, Displacementx0)
Irreconcilable Differences:
[ dice]1d20+13[/dice] to hit;
[ dice]1d6+6[/dice] damage.
| GM Euan - Rise |
Mammy lashes out with her hand-on-a-stick as Valena barrels past.
1d20 + 12 ⇒ (10) + 12 = 22 damage: 1d6 + 7 ⇒ (6) + 7 = 13
Mammy swings and misses, but does manage to burst an image with her deadly arm-stick.
Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22
| Seamus Passeri |
Nodding as Izomandakus answers his question, Seamus Slashes at the zombie-like thing as it rushes past. Watching as Val dives in the closet, Seamus begins to move closer to the closet, "So who wants to take first whack at 'Mamma?"
AOO, then 20 ft move. : AOO+ 1 mithril shortsword WF, slowed
AOO: 1d20 + 11 + 1 + 1 - 1 ⇒ (6) + 11 + 1 + 1 - 1 = 18 for damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
| Izomandakus |
Izomandakus and Pachemu give a whack at the fleeing zombie.
Izomandakus AoO: +2 Staff+heroism+prayer: 1d20 + 10 + 2 + 2 + 1 ⇒ (7) + 10 + 2 + 2 + 1 = 22
Magical/Bludgeoning damage+AS+prayer: 1d6 + 7 + 2 + 2 + 1 ⇒ (1) + 7 + 2 + 2 + 1 = 13
Pachemu AoO: Bite+prayer: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
S/B/P damage: 1d4 + 1 ⇒ (4) + 1 = 5
"You are cornered Mammy, surrender!" Izomandakus attacks from range to let the others engage in the close space left. He says a few words of magic to make his point without killing her "Why have you kidnapped the rangers? You sure knew it would bring attention. Where are the other villagers?"
Acid splash+HR+prayer (touch, cover): 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16
Acid damage+prayer: 1d3 + 1 ⇒ (2) + 1 = 3
Pachemu keeps menacing the Mammy to keep herself inside the closet.
Intimidate-smaller size (demoralize): 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
Pig - HP 32/33 AC 20 TAC 12 +2 from circle vs evil
Boy - HP 65/66 DR 5/adamantine (30/40) AC 20 TAC 16 +1 from circle vs evil
Bolts: 10
Rod: 2/3
Augment: 3/6
Perfection: 8/8 (+4)
Effects:
prayer r11
heroism 155 min
clay skin 75 min
mage armor 8 h
greater magic weapon (+2) 8 h
| Kast Phaer |
You're the GM and I appreciate the explanation.
Round 5, Init 9
Kast takes a slow swing at Mammy, knowing that others will need to get in there to truly root her out.
Iron Quill, two handed:
1d20 + 8 + 2 - 1 - 4 ⇒ (13) + 8 + 2 - 1 - 4 = 18 to hit; (BS,-slow)
1d10 + 9 + 3 ⇒ (2) + 9 + 3 = 14 damage.
hp: 52/52
AC: 22/19/13 (always on shield) +2 with MCaE
Saves: F4/R7/W6* +4 vs. mind affecting
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 4/4 left
1: 8/8 left
2: 6/7 left
3: 3/6 left
4: 3/4 left
Iron Quill, two handed:
1d20 + 7 ⇒ (15) + 7 = 22 to hit; (PA)
1d10 + 9 ⇒ (2) + 9 = 11 damage.
Longspear:
[ dice]1d20+7[/dice] to hit;
[ dice]1d8+3[/dice] damage.
Morningstar, one hand:
1d20 + 8 ⇒ (7) + 8 = 15 to hit;
1d8 + 2 ⇒ (4) + 2 = 6 P/B damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+6[/dice] to hit; (PA)
[ dice]1d8+9[/dice] damage.