Betty Boomstick
|
Not having any skill at stealth and expecting to be noticed at any moment, Betty goes back to climbing at full speed.
Climb, fast: 10 + 5 - 5 = 10
Do we see any end to the climb?
Truddig
|
Truddig stops climbing and peers up, motioning quickly for the others to be quiet.
Stealth: 1d20 + 13 ⇒ (6) + 13 = 19
Perception: 1d20 + 13 ⇒ (9) + 13 = 22 Can Truddig tell how much higher they need to climb?
Round 1 action = Stealthy Perception to study the remaining climb; Round 2 action pending GM answer
Awkin Delance
|
Once the voices are pointed out to Awkin he is going to try and see if they seem scared, hostile, or indifferent.
Sense Motive: 1d20 + 11 ⇒ (6) + 11 = 17
Then he will have Cat fly up to just below the edge of the floor and see what he sees.
Fly: 1d20 + 7 ⇒ (20) + 7 = 27
Fly: 1d20 + 7 ⇒ (18) + 7 = 25
Percpetion: 1d20 + 14 ⇒ (20) + 14 = 34
If everything goes as planned Awkin has 10f of movement left for Cat and a standard of his own. Which he will use depending on what he sees.
Truddig
|
Not comfortable on the chains at all, Truddig continues his slow climb up the chains.
2 more move actions at half speed in the 2nd round, no sense Stealthing if others aren't. Still, that only amounts to 20 more feet of height, so Truddig is at 180' after the 2nd round.
Betty Boomstick
|
Sorry, but as I had indicated Betty has no skill at stealth. Since she could do the fast climb, better to get off the chains especially given she can’t expect to survive a fall of that distance.
If I’m figuring things correctly she should be at the top of the chains with a standard action left after two rounds.
Ginadori
|
Gina comes up with the rest, using a climbing kit to make it bearable. She grumbles about not having a spell for this "But at least I saved that child with my one cyclops spell."
Moving up two climbs per round same as the others. If there is a fall, she has a boon to feather fall it. If we need speed and climbing like with something attacking, standard action to start inspire competence for checks.
| GM Nowruz |
After you hear the voices, you all start to ascend with more determination.
Gina, r1 climb double move (take 10 half speed per round): 160 -> 175 ft
Betty, r1 climb double move (take 10 -5 for full speed per round): 160 -> 190 ft
Truddig, r1 climb double move (take 10 half speed per round): 160 -> 170 ftShae cast something
Idril, r1 climb double move (take 10 half speed per round): 160 -> 175 ft
Awkin, r1 flight to the platform, Awkin has a standard action remaining
Fifi, r1 climb double move (take 10 half speed per round): 160 -> 175 ft
Gina, r2 double move: 175 -> 190 ft
Betty, r2 move: 190 -> 200 ft, is now standing in the room and has a standard action remaining
Truddig, r2 double move: 170 -> 180 ftShae
Please see the map!
| GM Nowruz |
What you see when you are up there:
Near the top of the chains a massive platform juts from the wall, filling the center of the chain-filled shaft.
The platform has a walkway along its outer edge and a hole in the center, both allowing chains to stretch up past it to the ceiling fifty feet above.
Three Shae are standing in the aisle.
Betty Boomstick
|
Looking to Awkins, Betty says “Wanna try talkin’? They might not be lookin’ fer a fight.”
Betty Boomstick
|
Oops, sorry! Should have put that in.
Three of them, three of us. I’m not certain how good Awkin is, but Cat should be tough in a fight. Still, we have to get the rest of the group up here...
Betty watches them for any signs they are going to attack. Her hand hovers over her spell component pouch, ready if they make trouble.
Readied action: Cast Glitterdust. DC 15 Will save or blinded.
| GM Nowruz |
The Shae are definitely aggressive so that Awkin and Betty both cast their spells!
Red Shae, DC 15 Will, DC 18 Ref : 1d20 + 7 ⇒ (14) + 7 = 211d20 + 7 ⇒ (13) + 7 = 20
Yellow Shae, DC 15 Will, DC 18 Ref : 1d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (6) + 7 = 13
Green Shae, DC 15 Will, DC 18 Ref : 1d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (15) + 7 = 22
The yellow Shae is now blinded! But they seem to not be affected by any pain.
Two of the Shae start to move forward and then concentrate so that two flurry of snowballs hit both Awkin and Betty. You both realize that this is only shadow magic but the cold still hurts!
Seconds later darkness engulfs the blinded Shae but Awkin and Betty can see through the illusion, Cat on the other hand not!
Will (Betty): 1d20 + 7 ⇒ (7) + 7 = 14 (+2 vs Enchantments)
Will (Awkin): 1d20 + 10 ⇒ (17) + 10 = 27
Will (Awkin Cat): 1d20 + 4 ⇒ (19) + 4 = 23
-
Will (Betty): 1d20 + 7 ⇒ (17) + 7 = 24 (+2 vs Enchantments)
Will (Awkin): 1d20 + 10 ⇒ (14) + 10 = 24
Will (Awkin Cat): 1d20 + 4 ⇒ (11) + 4 = 15
Ref save DC 16 half
4d6 ⇒ (1, 5, 4, 2) = 12
Ref (Betty): 1d20 + 8 ⇒ (7) + 8 = 15
Ref (Awkin): 1d20 + 2 ⇒ (19) + 2 = 21
Ref (Awkin cat): 1d20 + 9 ⇒ (20) + 9 = 29
Ref save DC 16 half
4d6 ⇒ (2, 1, 4, 4) = 11
Ref (Betty): 1d20 + 8 ⇒ (12) + 8 = 20
Ref (Awkin): 1d20 + 2 ⇒ (20) + 2 = 22
Ref (Awkin cat): 1d20 + 9 ⇒ (4) + 9 = 13
Will (Betty): 1d20 + 7 ⇒ (18) + 7 = 25 (+2 vs Enchantments) <20% affected: 1d100 ⇒ 40
Will (Awkin): 1d20 + 10 ⇒ (15) + 10 = 25<20% affected: 1d100 ⇒ 21
Will (Awkin Cat): 1d20 + 4 ⇒ (5) + 4 = 9<20% affected: 1d100 ⇒ 14
Idril, r2 climb double move (take 10 half speed per round): 175 -> 190 ft
Awkin,-2, normal round 2 action.
Awkin's Cat, -12, normal round 2 action.
Fifi, r2 climb double move (take 10 half speed per round): 175 -> 190 ft
Gina, r3 double move (take 10 half speed per round): 190 -> standing in the room but no more actions
Betty, -13, normal round 3 action.
Truddig, r3 double move (take 10 half speed per round): 180 -> 190 ftShae
If those that are climbing want to do something else please tell me.
Betty Boomstick
|
“Ow!”
“Rest of you betta git up here quick. The Shea ‘re doin’ their tricks wit illusions! Taint real, but still hurts!”
Ginadori
|
Will with Charmed Life: 1d20 + 5 + 3 ⇒ (8) + 5 + 3 = 16
vs seeing through the dark: 1d100 ⇒ 16
”Bah, this is harder than I imagined.”
| GM Nowruz |
Gina and Idril and all others. Forget about rolling below 20%. I misinterpreted the spell shadow evocation. Darkness as a spell is not an attack but a non-damaging spell. Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Gina and Idril: You can see through the darkness as you made your save. :-)
Ginadori
|
Gina blinks, ”Oh, right, there we are then.”
Betty Boomstick
|
Just realized, you were waiting for my action. Sorry, misread your status.
Do we have the same chains providing concealment here? I’m going to assume we do, if not skip the part where she feeds a spell to enhance her gun.
Betty pulls her pistol, Billy. Deciding she doesn’t like to miss that much, she converts her Burning Hands spell into a Seeking enchantment before firing her gun at Red Shae.
Seeking negates concealment
Pistol vs Touch, PBS: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Piercing damage, PBS: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
“Woulda rather not had ta do it this way...”
Awkin Delance
|
Awkin steers Cat toward a target and says Grab while waving a flag in the air and shouting stories of Erasitls victories against the dark (inspire courage).
Cat tries to grapple.
Grapple: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Percential (high is good): 1d100 ⇒ 35
Inspire courage: Allies receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Flagbearer: +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
Total: +3 bonus on attack rolls, weapon damage rolls, and +2 saving throws against fear and charm effects.
| GM Nowruz |
Cat is still in the form you used for flying, right? Does this form have grab, too?
Cat only sees darkness, concealment <50% miss: 1d100 ⇒ 3
Cat jumps forward but only grabs air as she cannot see through the darkness.
Awkin starts to inspire the team!
Betty Boomstick can see through the darkness and shoots her pistol.
You do not need Seeking enchantment as you see through the darkness.
*
The blinded Shae casts another darkness spell on another part of his body and moves forward with half speed which increases the area of shadow darkness.
Will (Fifi) first darkness: 1d20 + 11 ⇒ (19) + 11 = 30
Will (Betty): 1d20 + 7 ⇒ (13) + 7 = 20 (+2 vs Enchantments)
Will (Gina): 1d20 + 5 ⇒ (14) + 5 = 19 (+4 all saves vs traps, glyphs, language)
Will (Awkin): 1d20 + 10 ⇒ (5) + 10 = 15
Will (Truddig): 1d20 + 6 ⇒ (7) + 6 = 13
Will (Idril Bladesong +5(+2 v ench)): 1d20 + 5 ⇒ (12) + 5 = 17
Will (Fifi) second darkness: 1d20 + 11 ⇒ (20) + 11 = 31
For Awkin and Truddig the shadow darkness is real and Truddig is lucky that his darkvision is allowing him to see!
Yellow area is DARKNESS for those without darkvision which failed their save:
First darkness effect: Cat does not see anything.
First darkness effect: Awkin does not see anything
*
The other two Shae again shoot flurry of snowballs on Gina and Betty and they partially realize that these are illusions and can dodge the cold.
7 cold damage for both of you.
Cold damage: 4d6 ⇒ (4, 6, 2, 1) = 13
Will (Betty): 1d20 + 7 ⇒ (2) + 7 = 9 (+2 vs Enchantments)
Will (Gina): 1d20 + 5 ⇒ (14) + 5 = 19 (+4 all saves vs traps, glyphs, language)
Ref save
Ref (Betty): 1d20 + 8 ⇒ (9) + 8 = 17
Ref (Gina): 1d20 + 13 ⇒ (4) + 13 = 17 (+4 all saves vs traps, glyphs, language)
-
Will save DC 16 Flurry
Cold damage: 4d6 ⇒ (4, 4, 3, 2) = 13
Will (Betty): 1d20 + 7 ⇒ (16) + 7 = 23 (+2 vs Enchantments)
Will (Gina): 1d20 + 5 ⇒ (7) + 5 = 12 (+4 all saves vs traps, glyphs, language)
Ref save
Ref (Betty): 1d20 + 8 ⇒ (13) + 8 = 21
Ref (Gina): 1d20 + 13 ⇒ (14) + 13 = 27 (+4 all saves vs traps, glyphs, language)
| GM Nowruz |
Those hanging at the chains continue to move forward!
Idril, r3 double move (take 10 half speed per round): 190 -> standing in the room but no more actions
Awkin,-2 damage
Awkin's Cat, -12 damage
Fifi, r3 double move (take 10 half speed per round): 190 -> standing in the room but no more actions
Gina, -7 damage
Betty, -20 damage
Truddig, r4 double move (take 10 half speed per round): 190 -> standing in the room but no more actionsRed Shae, -10 damage
Yellow Shae, not blinded anymore
Green Shae
BOLD is up!
PARTY BUFF: Inspire Courage +1
Betty Boomstick
|
Seeing all three of the Shae are now in a nice tight area, Betty casts her spell through her pistol at the three.
Burning Hands: 5d4 ⇒ (3, 1, 1, 2, 2) = 9 DC 15 Reflex, DC is +1 because of pistol
She then steps over next to Fifi. “If’n I’m ta stay in the fight, gunna need some healin’!”
Ginadori
|
Gina considers the options. ”Shae, your time is up, we know all about your powers and illusions. Leave this place and stop using such petty tactics, go back to your shadows.”
Gina continues to lay out the powers and weaknesses of the Shae. this is the Archivist’s Naturalist ability, standard action to start, within 30ft we all get insight bonuses, a +1 to AC, +1 to attack, +1 to saves vs the Shae’s spells and abilities here. So stacks with Inspire Courage.
Gina also pulls out her rapier and a wand Daylight as she acrobatically moves behind the closest Shae. Acrobatics half speed to avoid AoO with Derring do: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (2) = 20
Readying to Dodging Panache (+3 AC in addition to other bonuses) any melee, to the left and into a good flanking position. Once that’s done or if other moves prevent it, parrying and riposting any other melee. Combat reflexes in play and +1 Rapier should be hitting at +11 +3 courage +1 naturalist +2 flanking maybe
| GM Nowruz |
Reflex: 1d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (19) + 7 = 261d20 + 7 ⇒ (17) + 7 = 24 -> 4 damage
All of the Shae can dodge most of the fire that Betty shoots at them and they look at her with blank eyes from behind the white masks.
*
@Gina: The area you are standing at is where the chains lead up so you fall if you stepped there. What do you do instead?
*
@Awkin: As you and your AC are in darkness: What do you do this round?
*
You all realize that the shape of the Shae is unbelievably blurry!
Forgot about that but they are under a constant BLUR effect. Please roll 20% miss chance anytime you attack them where <20% is a miss.
Ginadori
|
Table? Like a good Swashbuckler, Up on the table Gina goes instead
| GM Nowruz |
Gina tumbles up on the table!
Good idea Gina! You get +1 to hit for the higher ground.
* *
The Shae that can see again now shoots another flurry of snowballs on Betty, Truddig, Awkin and Fifi which again hits Betty the hardest!
Betty 7 damage, Fifi 2, the others 1 damage.
Will (Betty): 1d20 + 7 ⇒ (4) + 7 = 11 (+2 vs Enchantments)
Will (Awkin): 1d20 + 10 ⇒ (10) + 10 = 20
Will (Awkin Cat): 1d20 + 3 ⇒ (13) + 3 = 16
Will (Truddig): 1d20 + 6 ⇒ (12) + 6 = 18
Will (Fifi): 1d20 + 11 ⇒ (19) + 11 = 30
4d6 ⇒ (5, 1, 4, 5) = 15
Ref (Betty): 1d20 + 8 ⇒ (11) + 8 = 19
Ref (Awkin): 1d20 + 2 ⇒ (20) + 2 = 22
Ref (Awkin Cat): 1d20 + 9 ⇒ (1) + 9 = 10
Ref (Truddig): 1d20 + 9 ⇒ (11) + 9 = 20
Ref (Fifi): 1d20 + 8 ⇒ (3) + 8 = 11
* *
The two other Shae attack Gina and hit her with their blades which also burn her skin with cold!
Gina sees their blank eyes through the white masks.
Melee mwk falchion, 18–20 crit: 1d20 + 8 ⇒ (16) + 8 = 242d4 + 4 ⇒ (1, 1) + 4 = 6 plus 1d6 cold: 1d6 ⇒ 1
Melee mwk falchion, 18–20 crit: 1d20 + 8 ⇒ (14) + 8 = 222d4 + 4 ⇒ (2, 4) + 4 = 10 plus 1d6 cold: 1d6 ⇒ 1
Truddig
|
Truddig moves to create what separation he can in these confined quarters, drawing his bow. The bow crackles with electricity almost instantly as he brings it up, ready to fire.
Awkin Delance
|
Awkin hops off the back of Cat and casts command on the Fey, "Fall"
Spontaniously converting a slot to command.
Command DC 19 Will (red)
Cat tries to grasp a creature. Blindly snapping at yellow.
Grapple: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Percential (high is good): 1d100 ⇒ 82 I'm assuming that Darkness trumps blur as Cat can't see the creature. correct me if I am wrong.
Ginadori
|
Swashbuckler still gets Parry/Riposte and Naturalist bonus up on the table, too. Just changed the move for the turn.
parry 1 vs Shae 1's 24: 1d20 + 11 + 3 + 1 + 1 ⇒ (10) + 11 + 3 + 1 + 1 = 26
parry 2 vs Shae 2's 22: 1d20 + 11 + 3 + 1 + 1 ⇒ (17) + 11 + 3 + 1 + 1 = 33
Misses from the Shae, down 2 Panache.
riposte 1: 1d20 + 11 + 3 + 1 + 1 ⇒ (15) + 11 + 3 + 1 + 1 = 31
miss vs blur 1: 1d100 ⇒ 76
riposte 2: 1d20 + 11 + 3 + 1 + 1 ⇒ (13) + 11 + 3 + 1 + 1 = 29
miss vs blur 2: 1d100 ⇒ 36
magic rapier piercing damage vs 1 minus the usual precision plus courage: 1d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10
magic rapier piercing damage vs 2 minus the usual precision plus courage: 1d6 + 5 + 3 ⇒ (6) + 5 + 3 = 14
| GM Nowruz |
Gina is suddenly changing the course of reality and almost instantly the two hits are pushed aside by her blade! Her riposte hits one of the Shae right in the shoulder!!
Very good Gina! 2 panache, 2 AoOs and only 1 riposte as it is an immediate action. No swift action next round. And why no precise strike? This is only 20% concealment.
Ginadori
|
Yep, you're right, immediate action, first time I've even had more than one melee attack in a round against Gina. Earlier Knowledge had them as amorphous and so immune to precision damage.
Idril Bladesong
|
Idril, relieved he is finally able to help his fellow agents, readies to attack the foe before him. Cautiously, he channels an arcane spell into his blade and strikes!
Idril will use spell combat to cast shocking grasp defensively and then strike at the red shea using spellstrike.
Defensive cast v DC 17: 1d20 + 8 ⇒ (15) + 8 = 23
Katana: 1d20 + 6 ⇒ (6) + 6 = 12
I assume that misses, so Idril will hold the spell for his next attack.
Betty Boomstick
|
Betty gifts her teeth in pain as she reloads Billy with an alchemical cartridge and fires at Red.
Concealment: 1d100 ⇒ 16
Pistol, PBS: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 She has precise shot as well
Piercing: 1d8 + 1 ⇒ (2) + 1 = 3
| GM Nowruz |
Awkin has an aditional +2 vs illusion spells. Sorry I did not include conditional mods in the rolling macro.
Ok, that means you made the will save!
Awkin hops off the back of Cat and casts command on the Fey, "Fall"
Spontaniously converting a slot to command. Command DC 19 Will (red)
will save dc 19 : 1d20 + 7 ⇒ (7) + 7 = 14
The Shae drops to the ground in front of Awkin!
| GM Nowruz |
The two Shae continue to attack Gina and she can dodge both blades!
Melee mwk falchion, 18–20 crit: 1d20 + 8 ⇒ (8) + 8 = 162d4 + 4 ⇒ (3, 3) + 4 = 10 plus 1d6 cold: 1d6 ⇒ 2
Melee mwk falchion, 18–20 crit: 1d20 + 8 ⇒ (1) + 8 = 92d4 + 4 ⇒ (1, 4) + 4 = 9 plus 1d6 cold: 1d6 ⇒ 3
The last shae stands up again but as Awkin's cat cannot see anything, it cannot take an attack of opportunity. The Shae draws his falchion!
Idril, holding charge
Awkin,-3 damage
Awkin's Cat, -13 damage, affected by darkness
Fifi, -2
Gina, 0 damage
Betty, -27 damage
Truddig,Red Shae, -24 damage
Yellow Shae, -4 damage
Green Shae, -4 damage
BOLD is up!
PARTY BUFF: Inspire Courage +1
PARTY DEBUFF: Shae under constant blur effect <20% miss