Tremendous Kohl
|
Kohl scowls but keeps his peace. It's against his nature to bargain with these creatures, but he's trying to be a good Pathfinder and not just order them out of the temple.
Hmm. Frogs don't get to make requests from dragons.
Horatio Phillipton
|
"Oh my lady," Phillipton says, "My good frog person, one does not simply demand a load of food to guzzle. One must learn to savor the taste and the aroma. Please take a seat, and I will show the glories of what a proper sommelier can do for your enjoyment of a meal." He motions for them to sit down."
"In other words, I have wine."
Diplomacy, if it matters: 1d20 + 8 ⇒ (12) + 8 = 20
what I really want to do is, like an old mythology tale is get these guys drunk and have them leave us alone.
| GM Valen |
Ummm... Okay? Have you tried asking the locals nicely? What do you eat - will trail rations do or do you need, like, mosquitoes? We aren't exactly on a leisure trip here so we may need to go to the town and back if you want something exotic."
"Your 'trail rations' will do fine." replies the more harried of the two frog-like creatures.
"Wait, you guys know how to speak my language? Awesome. I have 14 days worth of rations in my bag. Is that good enough?"
The two creatures look at one another, each trying to contain their excitement and relief. Finally, the one with the morning star repeats eagerly, "Fourteen days?"
"In other words, I have wine."
The two creatures quickly grab a seat on the temple floor, gladly partaking of the wine and food the Pathfinders provide.
The pair explains that they are boggards, who have been hiding out in the temple’s belfry for almost a week now. They were injured on the hunt by a bizarre metal hound and fled in terror toward the coast when they realized the unusual nature of their mark. Though their wounds have since healed, they have been fearful of leaving the area.
The iruxi Lumki stands next to Kohl, a confused look on her face. As it becomes apparent that the impromptu meal may take a while, she he walks around the temple inspecting the damage and assessing its condition. Seemingly satisfied by what she has found, she makes no effort to disrupt the meal before its conclusion.
Having been satisfied that the threat of the elemental beasts has passed and having eaten their fill, the two boggard try to tuck away a few more rations upon their person as they prepare to leave and slip away into the jungle.
As the boggards depart, Lumki is clearly grateful to the Pathfinders for clearing the temple of the intruding boggards. She produces four lesser healing potions, which she offers as a token of her gratitude.
About three hours into your trek through the jungle, you hear the sound of a torrent of water. A narrow river rushes through the area, shattering the quiet murmuring of the jungle’s wildlife with its chiming roar. A simple log, coated with moss is the only “bridge” in sight, leading to a small island in the center of the river.
Lumki makes a sibilant “tsk” sound before saying something in her native tongue. She nods toward the log, indicating that this is the best place to cross the river. The crossing is narrow, but the river is deep and swift-moving.
The moss-covered log is extremely slippery, requiring a DC 19 Acrobatics check to Balance across safely. Cs who fail the check to cross the log slip and fall into the river unless they succeed at a DC 19 Reflex save to Grab an Edge of the log and arrest their fall. PCs who fail this save fall into the river below.
The river is 10-feet deep at most points and flows from north to south with 15-foot currents.
Creatures who fall into the river are swept 15 feet downstream starting at the end of their next turn and each subsequent turn thereafter. Creatures swept down the river can attempt a DC 15 Athletics checks to Swim (Pathfinder Core Rulebook 243) to shore. Creatures who critically fail a Swim check sink to the river bottom and must
hold their breath or begin drowning (see Pathfinder Core Rulebook 478). Once a creature has sunk to the bottom, they are still swept downstream 15 feet at the end of each turn they remain in the river, though they can attempt to walk along the river bottom towards shore, treating each square as greater difficult terrain.
A PC can Aid the Athletics check to Swim of a creature being swept downriver by extending a rope, branch, or similar object, as long as the assisting creature is within 10 feet of the target (if using a branch or pole), or if they are within 25 feet of the target and succeed at a ranged
attack against AC 10 (if using a rope or vine).
PCs are welcome to use equipment, spells, or creative thinking to come up with alternative methods of getting all PCs across the river.
Roumatha Esthor
|
Watching the boggards eat and leave, Roumatha turns to Phillipton.
"I usually don't care much about zealous types, but your deity seems like she's a good one for decent people to follow. I'd be interested to know more about her once we get back to the sea. I wonder what does she think of Cayden and why don't more people follow her around Avistan."
At the log crossing, Roumatha stops and inspects the ground at the edge of the island.
"Okay, let's say we manage to cross the log, but then what? How do we get on the other side of the island?"
GM - would a Long Jump be an option? Also what would be the best position to use Aid Another - from this side of the river or the other side? This will determine whether Roumatha would be the first or the last one to cross
Emmanuel Holysmith
|
"Rations and Wine, no finer meal could you dine!" Manny offers the food and Phillipton offers the drink.
Manny gets to know the boggards' names, their temperaments and their attitude. He warns them of the gargoyle atop the tower and its metallic hound minions. He then describes how he helped the team dispatch them.
Finally, he mentions the iruxi village nearby. If they have the skills, the iruxi have food. And lodgings. Just be on your best behavior.
"Well, that went well. I'll need to make a note to restock my supplies once we get back. It's hard to jam some tunes out on an empty stomach."
A few hours later the team reaches the raging river. "I got some rope. Maybe one person can cross. Then we tie the rope to a nearby tree or something. That way everyone else can hold onto the rope as they cross."
Manny's Acrobatics and Athletics is +7.
"Once we cross, we can just hop across the river to the other side." Looks like an Athletics check to leap across the river with a Long Jump. Should be DC 5?
| GM Valen |
GM - would a Long Jump be an option? Also what would be the best position to use Aid Another - from this side of the river or the other side? This will determine whether Roumatha would be the first or the last one to cross
The scenario does not contemplate a long jump, but I don't see why it couldn't be attempted. Such a jump requires at least 10 feet of Stride before jumping to succeed, which due to terrain could only be tried at the areas of the river indicated on the Map with yellow arrows and not at the island (the Map provided in the scenario doesn't give a 10 foot open area near the island, which I presume was intentional and that the "off map" areas are denser foliage.
Map now with added yellow arrows!
A PC who successfully crosses the river can anchor a rope to a tree or piton and secure it at the destination (either the island or the far side of the river) to reduce the Balance DC to 10.
Aiding on a check to Balance on the log would require a PC to be on the same side of the river as the log. Aiding on a check to Swim would make more sense to come from the side of the river the swimming PC is trying to get to.
Hero Points: I forgot to award these earlier, so allow me to correct the oversight. One Hero Point goes to Manny for resolving the boggard situation with his honeyed words and another goes to Phillipton for assisting with roleplay style!
Roumatha Esthor
|
Roumatha would scout the river bank for a suitable sandy spot and try to leap over the river.
I think that my Quick Jump feat negates the need to Stride 10 feet but let's say I am using the closest of the two yellow arrows.
Athletics: 1d20 + 11 ⇒ (9) + 11 = 20
Cleanly landing on the other side, he would make his way back to the island from the other side, assuming there are no other dangers, and unfurl a rope from his backpack, getting ready to throw it to the first person who makes it across the log.
Emmanuel Holysmith
|
"And a tippy toe I go!"
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
"I can't tell ya how many rooftops I've had to scamper across, due to... misunderstandings with overprotective parents." Manny chuckles. "This is nothing!"
Horatio Phillipton
|
"The Drunken Hero's... fine, if you're into that sort of thing. A bit crass for my taste, but I suppose it does take all kinds. I admit, its a bit unusual to find a devotee of Halcamora alone, especially an adventuring priest -- we're not certianly not known as a crusading faith-- but most Erastil-worshippers offer her a few prayers, since the Stag God is m'lady's father. And of course, most vineyards out there have a cleric of Halcamora on staff. I myself hope to retire to a Druman or Nirmathi winery in a few years. Or perhaps even buy my own vineyard."
At the river side, Phillipton looks uneasy. "I'm going to need quite a bit of assistance, I'm afraid. My skills in magic aren't going to do me much good flailing about in a river."
Acrobatics, once the rope is secured: 1d20 + 2 ⇒ (19) + 2 = 21
Safely on the island, the well-dress halfling gulps, and attempts to leap across.
Athletics: 1d20 + 0 ⇒ (18) + 0 = 18
"My goodness, I'm quite the adventurer!"
Emmanuel Holysmith
|
"A vineyard? Sounds like a lot of maintenance. Then again, any wine you make is your own." Manny slicks back his hair, checks his lute, wipes some grime off his surcoat, and finishes the leap across.
With a +7 Athletics check, I don't think I can fail a 5 foot long jump.
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Horatio Phillipton
|
"Yes, I do suppose it would be quite a bit of work. A lot of work indeed," Phillipton pauses, and chokes back some tears, "But I was born with nothing, a Chelish slip, a slave of House Tanessen... so it'd be good work to have, I would imagine."
Emmanuel Holysmith
|
"Composing music is hard work. Working on your style is even harder. But after that work, it's all yours. It's pretty sweet. I'm sure your own wine will be, too." Manny smiles. Everyone has a dream. What is mine? I can't just listen to Shylye all the time.
| GM Valen |
Once you have crossed to the island, you can move the log to the other side to complete your crossing or jump across.
While crossing, you spot a bag, jostled free while disturbing the log.
The bag contains sapphires.
There are worth 2 Treasure Bundles.
As your trek through the jungle continues, you come upon a clearing with a small stone statue and multiple paths leading away about four hours east of the river crossing. You conclude that this area could serve as a safe area to rest and recover, if necessary.
Here, a small, three-foot tall stone statue of a hooded iruxi with its tail curled at its feet rests underneath a tree. The dappled light shining on it glints off of a small plaque attached to the statue underneath the carved iruxi’s feet.
Lumki points at the statue, speaking excitedly. She points her claw in the same direction the statue’s tail points, while simultaneously imitating the statue with her own tail.
The sign underneath the statue contains an inscription in Mwangi.
Please post your Exploration Mode. Possibilities include: Detect Magic, Investigate, Sense Direction, or another of your choice.
Roumatha Esthor
|
Roumatha wonders about the statue - clearly this must be important, but he has no way to find out more. He attempts to puzzle out where the tail is pointing based on the sun and the trees around him.
Sense Direction, Survival +6, Trained
Emmanuel Holysmith
|
Is Culture the same as Society? I'm not sure which skill check that is. Manny has a +5 to Society, so if that applies I'll roll it now.
"Ah, nice. Huh, and sapphires in this bag, too!" Manny thinks. "So, where to?"
Manny travels on until they reach the statue. Lumki is clearly interested in it. "I wonder if it's an iruxi hero?"
Manny tries to figure out Lumki's emotion. Is she happy? Proud? On edge?
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Manny isn't a wilderness type of person, so he's not very useful out here. May as well Scout.
Horatio Phillipton
|
Society?: 1d20 + 7 ⇒ (18) + 7 = 25
"Well, I don't think anyone here would mind if we take the sapphires."
Phillipton will take his time investigating the local fauna and flora. Perhaps he can find a new cultivar of fruit.
exploration mode: Investigate with nature, +10
| GM Valen |
Is Culture the same as Society?
Yes. Hazard of GMing Starfinder at the same time.
Manny tries to figure out Lumki's emotion. Is she happy? Proud? On edge?
Manny senses that Lumki is excited to see the statue, likely as it is a guidepost and indicator that the observatory is not far off.
Roumatha wonders about the statue - clearly this must be important, but he has no way to find out more. He attempts to puzzle out where the tail is pointing based on the sun and the trees around him.0
Roumatha Esthor, Survival to Sense Direction: 1d20 + 6 ⇒ (16) + 6 = 22
Your path through the wilderness takes you down one of the many side trails and through several dense valleys before depositing you on a rocky bluff from which you can see the observatory. Roumatha's sense of direction keeps the party oriented in the direction of the observatory.
Phillipton will take his time investigating the local fauna and flora. Perhaps he can find a new cultivar of fruit.
The scenario calls for Survival or Jungle Lore for this task.
Philipton, Survival to Investigate: 1d20 + 8 ⇒ (9) + 8 = 17An ancient, partially ruined building looms. The stone walls are almost completely covered in creeping ivy, with a few glimpses of crumbling red sandstone and metallic fixtures showing through.
Approaching the observatory from the south, you see a small flight of stairs leading up to a closed door.
Map of parts of the observatory now revealed on Slides.
The Oldstar Observatory is in a state of severe disrepair. Large holes in the vaulted ceilings leave the interior open to the elements.
Four hours of daylight left, and the observatory is well-lit.
Players may move their tokens on the Map, either into the interior of the building or any apparent alternative entrance around the building. Players may also switch Exploration Modes, if they wish.
Roumatha Esthor
|
| 1 person marked this as a favorite. |
Yes. Hazard of GMing Starfinder at the same time.
Starfinder-Crossed Voyages
"We have to be careful. Who knows how many more metal pets Paravaax keeps here."
The half-elf will draw his greatsword and stay near Tremendous Kohl, checking for signs of habitation.
Track activity, Survival 1d20 + 6 ⇒ (16) + 6 = 22
Tremendous Kohl
|
"Yes, plenty of opportunities to smash things. I wonder what Paravaax keeps in his hoard?"
Continuing to scout.
Emmanuel Holysmith
|
Culture... not in space. I mean, Society: 1d20 + 5 ⇒ (4) + 5 = 9
The nature of the iruxi continue to evade him...
Roumatha's sense of direction is astute and Manny can't help but appreciate it. "You know this jungle like downtown Absalom, man."
As they reach the temple, Manny draws his whip. "We have a little bit of time before sunset- maybe we can sneak up on Paravaax before he takes off?"
Manny continues to Scout.
| GM Valen |
Continuing to scout.
Manny continues to Scout.
There is no mechanical benefit to having two PCs scouting.
Horatio Phillipton
|
"Kohl, would you mind scouting to the door and seeing what you find there?" Phillipton asked. Kobolds were supposed to be handy with traps, right?
| GM Valen |
Entering through the door to the south and ascending the staircase, you find the interior of the Oldstar Observatory is equally in a state of disrepair. The decayed, vaulted ceiling is 40-feet high and held aloft by sandstone pillars, each three feet thick. While they pillars and walls hold at present, age has certainly taken a toll on their stability.
A staircase rises in the hall ahead to the north, while a series of passages head off toward both the east and west.
The staircase and passages are now visible on Map.
Which direction, Pathfinders? Rule of two applies. I assume PCs are using most recently posted Exploration Mode unless post states otherwise.
Horatio Phillipton
|
"I suggest that we split up into teams, cover more ground. Roumantha, you're with me." Phillipton says as he starts walking, using his halfling sling staff as a walking stick.
I've placed Phillipton to where he wants to go. If something were to pop up or stop him, GM, feel free to adjust.
| GM Valen |
Three Pathfinders head eastward and find themselves peering down a set of steps that descends into a room covered in a thick layer of dust. The vague outlines of large pillows and other furnishings are seemingly the only remains that the years have left to indicate what this room might once have been.
Positions of the PCs' tokens updated on Map.
Lumki, your iruxi guide, peers over Manny's shoulder with lament. But only for a moment as she begins to urgently tap the Pathfinder's shoulder in an effort to alert him that the halfling has headed off on his own.
From his vantage, Phillipton finds himself at the threshold of a sprawling, oddly configured rooms, which has metal grooves carved into the floor in concentric rings and criss-crossing lines. Filled with dust, the grooves are barely visible.
Now, the ceiling has collapsed in places and the walls have either become jammed in place by the crumbling ceiling or rusted tight in their positions.
Flitting about the room, is a small, metallic humanoid creature with thin, polished wings, and small horns. Carrying a tattered cloth and a bottle of oil, the creature idly scrubs the rusted, metal grooves within the room.
Picture of creature now revealed on Slides.
Upon spying the halfling Pathfinder, the metallic humanoid (flying 30 feet above the stone floor) immediately shrieks and tosses the bottle of oil on the ground, where it quickly runs in rivulets down the tracks coating the room.
The sound of the shattered bottle echoes through the nearby hallways.
Roumatha Esthor, Survival, Scouting = 23
Manny, Stealth to Avoid Notice, Scouting: 1d20 + 0 + 1 ⇒ (7) + 0 + 1 = 8
Kohl, Perception, Scouting: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Phillipton, Nature to Investigate, Scouting: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Creature, Perception: 1d20 + 1d6 ⇒ (14) + (1) = 15
SCRUBBING INTERRUPTED! ROUND ONE
PCs in bold my act
Roumatha Esthor
Phillipton
Kohl
Metallic humanoid
Manny
Each time a PC Strides across the floors in this room, they must succeed at a DC 15 Acrobatics check at the start of the movement or take a –10-foot circumstance penalty to their Speed for the rest of the round.
Emmanuel Holysmith
|
Manny looks around the room, wondering what used to be here. There was an important story, now lost to time. He seems Lumki frown and even without language, he knows what she's thinking. Maybe they can restore the walls here, or gather any clues from this under lots of study.
But then she taps his shoulder and points away from the wall. He raises his brow, then turns to Kohl, Roumatha and... Phillipton? Where did he go-
The monster's roar gives him his answer. "Aw jeez!" Manny fumbles for his shortbow.
Tremendous Kohl
|
Kohl scowls at the creature and puffs himself up, standing tall and threatening.
Attempting to enter Dread Marshal Stance.
Intimidate: 1d20 + 10 ⇒ (19) + 10 = 29
That is a critical success. Everyone within 20-feet gets a +2 status bonus to damage rolls.
"Stay behind me. This creature won't stand in our way."
Kohl will ready an action to attack if the creature comes in range.
Readied Attack: 1d20 + 13 ⇒ (9) + 13 = 22 for bludgeoning: 2d6 + 4 + 2 ⇒ (1, 1) + 4 + 2 = 8
Horatio Phillipton
|
Phillipton retreats. "Oh dear, there's some sort of strange automaton in there."
He loads his halfling sling staff and casts shield on himself.
| GM Valen |
Clearly annoyed, the small, gleaming creature darts through the rooms to catch up with the fleeing halfling.
Stride (Fly) x2
When it does so, it swings its tiny fist at Phillipton.
Melee strike (fist): 1d20 + 13 ⇒ (18) + 13 = 31
Damage (B): 2d8 + 5 ⇒ (3, 3) + 5 = 11
The miniscule, metallic monster manages to clobber the halfling squarely on his temple!
SCRUBBING INTERRUPTED! ROUND ONE Cont'd/ROUND TWO Begins
PCs in bold my act
Manny
Round Two
Roumatha Esthor
Phillipton -22 HP
Kohl
Metallic humanoid
Manny
Each time a PC Strides across the floor in the yellow-dotted area, they must succeed at a DC 15 Acrobatics check at the start of the movement or take a –10-foot circumstance penalty to their Speed for the rest of the round.
Emmanuel Holysmith
|
Action 1: Pull out the shortbow.
Action 2: Sing a shout of praise, Inspiring Courage among his allies.
Free Action during Action 2: Cast Lingering Composition to extend the Inspire Courage for a few more rounds.
Performance: 1d20 + 9 ⇒ (6) + 9 = 15 No good, so he'll try again next round.
Action 3: Finally, take aim and fire at the thing.
Shortbow: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
Manny pulls out his shortbow and tries to imitate some of the Iruxi chanting he picked up on. His lungs are nowhere as good, though. Still, it's the effort that counts.
"Phillipton, look out." Manny takes careful aim. Maybe too careful...
| GM CyberMephit |
"Hey! Leave Phillipton alone, you ummm... corkscrew!"
Roumatha rushes back, trying to see what type of creature that is.
Hunt Prey for a +1 AC and a free Recall Knowledge roll. Nature +8 Arcana +7. On a crit success everyone gets +1 to their next attack.
He positions himself to flank with Phillipton, forgoing Kohl's heroism for extra accuracy.
Strike: 1d20 + 10 ⇒ (13) + 10 = 23 vs flat-footed AC for 1d12 + 4 ⇒ (7) + 4 = 11 slashing.
| GM Valen |
Manny's shot scratches the metal creature
Nature: 1d20 + 8 ⇒ (10) + 8 = 18
Roumatha cannot quite seem to recall what manner of creature the metallic being is. Nevertheless, he manages to slash it.
SCRUBBING INTERRUPTED! ROUND TWO Cont'd
PCs in bold my act
Roumatha Esthor
Phillipton -22 HP
Kohl
Metallic humanoid -13 HP
Manny
Each time a PC Strides across the floor in the yellow-dotted area, they must succeed at a DC 15 Acrobatics check at the start of the movement or take a –10-foot circumstance penalty to their Speed for the rest of the round.
Tremendous Kohl
|
Kohl rushes over to get a whack in on the metallic creature.
Stride (x2)
Lining up behind the creature, he takes a swing.
Flanking
Snagging Strike: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34 for bludgeoning: 2d6 + 4 + 2 ⇒ (2, 3) + 4 + 2 = 11
It's flat-footed while it remains next to me.
Horatio Phillipton
|
"By the dickens, that hurt," Phillipton wheezes. He staggers off back from the strange automaton.
He extends a hand towards and an electric arc shoots out to shock the strange creature.
DC 20 Basic Reflex Save
Electric Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
| GM Valen |
The kobold clobbers the creature!
Creature, Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Before the creature then receives a bit of a shock.
The metallic monster tries to put itself in a position to better strike.
Provoking AoO.
Kohl, Snagging Strike: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
bludgeoning: 2d6 + 4 + 2 ⇒ (5, 5) + 4 + 2 = 16
The kobold gets in a hit, but the creature shakes it off, then breathes on his attackers, hurling shards of iron at the Pathfinders!
Breathes shards of iron in a 15-foot cone that deals 3d6 slashing damage to each creature within the area (DC 19 basic Reflex save). Creatures who fail their save against this effect also take 1d6 persistent bleed.
Damage to Kohl, Phillipton, and Roumatha: 3d6 ⇒ (2, 1, 4) = 7
Each may make a Reflex save (DC 19) to halve damage.
Rounds?: 1d4 ⇒ 3
SCRUBBING INTERRUPTED! ROUND TWO Cont'd/ROUND THREE Begins
PCs in bold my act
Manny
Round Three
Roumatha Esthor -7 (+bleeding or Reflex save (DC 19) for 3)
Phillipton -22 HP (+bleeding or Reflex save (DC 19) for 18)
Kohl -7 HP (+bleeding or Reflex save (DC 19) for 3)
Metallic humanoid -46 HP (flat-footed)
Each time a PC Strides across the floor in the yellow-dotted area, they must succeed at a DC 15 Acrobatics check at the start of the movement or take a –10-foot circumstance penalty to their Speed for the rest of the round.
Emmanuel Holysmith
|
Manny continues his imitation of an Iruxi cheer to Inspire Courage among his friends.
Manny Strides away from the pillar so he can get a better shot.
Shortbow: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
This time he shoots with conviction.
Roumatha Esthor
|
Dammit just noticed I did my last post under a wrong alias... apologies, it was quite late!
Reflex save: 1d20 + 8 ⇒ (5) + 8 = 13
Roumatha has nothing to shield himself from the cone of shards, so he just grits his teeth as he steps sideways to open a path for Kohl and strikes the strange creature twice!
This time getting a Dread Marshal buff from Kohl. Also forgot about the Inspire Courage!
Strike 1: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 for 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8 damage
Strike 2: 1d20 + 10 + 1 - 5 ⇒ (15) + 10 + 1 - 5 = 21 for 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10 damage
Persistent bleed: 1d6 ⇒ 1
DC 15 flat check: 1d20 ⇒ 19
At least the shards didn't hit any vital organs and the bleeding soon stops.
Tremendous Kohl
|
Reflex: 1d20 + 9 ⇒ (12) + 9 = 21
Kohl's tough hide protects him from the worst of the creature's breath. He strides over to catch the creature in a pincer maneuver with Roumatha and attacks it again.
Flanking
Snagging Strike: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22 for bludgeoning: 2d6 + 4 + 2 ⇒ (5, 2) + 4 + 2 = 13
Snagging Strike: 1d20 + 13 + 1 - 5 ⇒ (20) + 13 + 1 - 5 = 29 for bludgeoning: 2d6 + 4 + 2 ⇒ (1, 3) + 4 + 2 = 10
Wow. Kohl hates this guy. My dice are on fire.
Horatio Phillipton
|
Reflex Save: 1d20 + 8 ⇒ (2) + 8 = 10
Horatio, having littler better to do, sends another electric arc at the strange automaton.
Electric Damage, DC 20 Basic Reflex: 2d4 + 4 ⇒ (4, 1) + 4 = 9
He then calls upon Halcamora's protection with another shield spell.
Bleed ongoing: 1d6 ⇒ 2
DC 15 flat check: 1d20 ⇒ 6
His wound still pours red halfling blood.
| GM Valen |
The flitting elemental survives being pierced by Manny's arrow and Roumatha's weapon. It cannot, however, withstand Kohl's assault and it drops to the ground before returning to its native plane.
COMBAT OVER
Phillipton's lifeblood continues to ooze out of the tiny tears brought on by the metal shrapnel of the elemental creature's breath.
Heal up? Continue on? Please move your tokens om the map accordingly.
Emmanuel Holysmith
|
Manny gives everyone a thumbs up.
"Hey Phillipton. Do you need help healing? I got a magic spell that can fix you right up." He looks at his allies. "Then again, everyone's a bit hurt besides me."
Manny can cast Soothe, but it's single target and Manny has 3 castings left.
Once healing is figured out, Manny walks up to the room Phillipton first witnessed the creature and looks around the oil-slicked room.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Horatio Phillipton
|
I'm not sure if I cast heal, even a two action heal, that it'll stop the bleeding on myself, unless I get a total of 24 from the heal to get me back to full.
"Let me try what Halcamora's blessing can get me." Phillipton says woozily.
Heal, 2 action: 2d8 + 16 ⇒ (7, 8) + 16 = 31
Little shards of metal plink against the ground as Phillipton's wounds reknit into healthy flesh. "I see the rest of you are scrapped up. I can tend to wounds; I had to do that plenty of times for Lady Alexyn."
if Roumantha agrees to be treated, I'll attempt a DC 15 Medicine check to treat his wounds
Medicine: 1d20 + 12 ⇒ (2) + 12 = 14
I'm gonna use my hero point for that, because that sucks
Hero Point: 1d20 + 12 ⇒ (3) + 12 = 15
Recover: 2d8 ⇒ (1, 2) = 3 HP.