Sionnach 'Onna' Brummagem
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"Honestly? It wasn't the biggest concern at the time. It was like...every spider ever born or something? You'd have to ask Itami. But yes, gross." The bard unconsciously shivers. More due to the memory of how close she came to losing Hiiragi. Setting that thought off to the side, and behind a locked door, she rummages around her pack for a pair of flasks. After double-checking the labels, Onna hands them to the shield-maiden. "Here you go, hun."
Hiiragi
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”Thank you,” she smiles, stuffing it into her robes. ”Worst case scenario: if I get digested, I’ll at least have a nasty kick when it soaks through the cork.”
Phidöe
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Phidöe cocks his head at Onna's kind offer and then sighs, "Unfortunately, my lack of opposable thumbs might make it sorta difficult fer me to toss one o' them. Probably I should invest in one o' them necklace things..."
| GM supervillan |
Kenta hears nothing at the door.
Down here in the dark the smell is a little more tolerable than upstairs. Toshiko is no longer sickened.
Sionnach 'Onna' Brummagem
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Onna checks the area for any surprises Or traps!. She also gives the door a once over, pulling out her tools if need be.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33
Kenta Faux
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Kenta confidently opens the super safe door once Onna says it is good to go. He does give her a chance to back away though just in case something really quiet is hiding behind it.
Toshiko
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Toshiko holds her starkni9fe in her hand ready for whatever is behind the door.
Phidöe
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"Let's go through. What could possibly go wrong?"
| GM supervillan |
The perfectly safe door refuses to open - but not because of any trap. (It's perfectly safe you see). It's blocked on the other side. But you might be able to force your way through.
STR check, or just do a lot of damage.
Toshiko
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Toshiko puts her shoulder to the door and readies to help whoever pushes.
Str aid: 1d20 ⇒ 19
Hiiragi
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Hiiragi takes quick stock of her companions; without Ikari here, and with Kenta's strength being fairly static... well.
"Let's see what we can do," she grins. Once everyone's at the door that can fit, she lays down and braces herself on the floor before suddenly schwoomp-ing to double her size.
"On three-- one... two... THREE!!"
STR+Enlarge+Rage: 1d20 + 1 + 1 + 2 ⇒ (7) + 1 + 1 + 2 = 11
Upstaged by the swashbuckler in a STR check... for shame!
Kenta Faux
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Kenta moves back fifteen feet because well... he can't get in there with all the muscle in his way. He just stands there, sword resting across his shoulder and waits with a frown, "Do we uh, really need to get in there? It sorta looks like a tomb or something, right. That would not be cool anyway especially if we broke something. Maybe we just follow the trail downstairs and we can come back later and check if we do not find anything."
Kenta Faux
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Shall we just keep yanking at the door until it opens or come back later? If it is the muscles route we should probably make a bunch of rolls.
Hiiragi
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Problem is, I can only be "the muscle" when I'm big 'n' mad. Otherwise, that's on you, bud!
(And I don't want to use more than one round of Big or Mad on this door.)
STR Aid: 1d20 + 1 ⇒ (14) + 1 = 15
STR Aid: 1d20 + 1 ⇒ (7) + 1 = 8
STR Aid: 1d20 + 1 ⇒ (8) + 1 = 9
STR Aid: 1d20 + 1 ⇒ (16) + 1 = 17
STR Aid: 1d20 + 1 ⇒ (5) + 1 = 6
Kenta Faux
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Kenta waits to see if anyone wishes him to help. He doesn't want to butt in when Toshiko and Hiiragi seem to be handling things themselves. He long ago learned that doing such a thing causes a lot of hurt feelings.
Str: 1d20 + 2 ⇒ (10) + 2 = 12
Str: 1d20 + 2 ⇒ (4) + 2 = 6
Str + Aid: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Str: 1d20 + 2 ⇒ (3) + 2 = 5
Hiiragi
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Assuming her 11+2 didn't work earlier...
Hiiragi grimaces as her kick doesn't knock the door off its hinges, instead putting a sharp pain up into her knee. "Ack...!" She falls to the ground and lets her rage subside, her size returning to normal soon enough.
"Okay, new plan. Kenta? Can you do the hard part and us two will try to get a hand on it somehow?" she asks.
| GM supervillan |
It takes a few minutes - and makes a lot of noise - but between you the door is broken and the makeshift barricade behind it shoved aside. You can take 20, and just about have the strength between you to make that work.
The walls of the long chamber beyond are of brick, the ceiling supported by stone arches. Remnants of bedrolls and other camping equipment lie along the southern wall. There's another door in the north wall, at the eastern end of the chamber.
Kenta Faux
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Kenta moves in slowly, checking the place over as he goes.
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Phidöe
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Seeing his comrades struggling with the door, Phidöe rushes in to help. "Let me, let me!"
Str: 1d20 - 4 ⇒ (17) - 4 = 13
Once the door is out of the way, he sniffs at the air for any sign of their prey.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Toshiko
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Toshi moves to the remains of the camping equipment and looks them over.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
| GM supervillan |
The camping gear is of ordinary quality, and mixed sizes. Four bedrolls are appropriately sized for adult humans, and three for human children or small humanoids.
Phidöe detects a musky scent throughout the camp, though it is strongest amongst the smaller bedding.
Kenta Faux
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Once the information is revealed Kenta checks the next door out, "They must have gone this way, since the other door was barred from the inside. We need to find these people and help them."
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
| GM supervillan |
A few minutes work breaks down the second door and the barricade behind it.
Mounds of rubble line the walls of this partially collapsed chamber, but here and there patches of brickwork are visible on the floor and walls. One rounded alcove remains in the northern wall, though it lacks a sarcophagus.
Kenta: 1d20 + 1 ⇒ (4) + 1 = 5 +2 w/Chance
Phidöe: 1d20 + 4 ⇒ (16) + 4 = 20 scent
Onna: 1d20 + 8 ⇒ (8) + 8 = 16
Hiiragi: 1d20 + 7 ⇒ (16) + 7 = 23
Toshiko: 1d20 + 5 ⇒ (1) + 5 = 6
Kenta: 1d20 + 2 ⇒ (15) + 2 = 17
Phidöe: 1d20 + 7 ⇒ (11) + 7 = 18
Onna: 1d20 + 3 ⇒ (8) + 3 = 11
Hiiragi: 1d20 + 2 ⇒ (7) + 2 = 9
Toshiko: 1d20 + 4 ⇒ (9) + 4 = 13
Green: 1d20 + 3 ⇒ (1) + 3 = 4
Blue: 1d20 + 3 ⇒ (17) + 3 = 20
Red: 1d20 + 3 ⇒ (5) + 3 = 8
Hiiragi catches a glimpse of something, cloaked and dark and the size of a human child, and then everything goes dark.
Surprise round
Blue meanie
Phidöe
Kenta
Toshiko
Onna
Hiiragi
Red meanie
Green meanie
Active conditions: darkness (full darkness within 20' of blue meanie)
The bold may act!
Hiiragi and the meanies act in the surprise round - standard or a move action (plus free and swift if you like). Red and Green are hidden.
Darkvision is effective - but I don't think anyone has it.
Hiiragi
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"Oh, come on," grumbles Hiiragi. "I don't have any spells for this-- please don't be fast."
Longbow: 1d20 + 6 ⇒ (3) + 6 = 9
Nnnnope.
| GM supervillan |
Hiiragi looses an arrow, aiming into the darkness towards where she saw the small humanoid. But her arrow clatters off the brickwork.
stabby stabby vs Kenta FF, dark: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17damage: 1d3 + 1d6 ⇒ (3) + (3) = 6
An unseen foe stabs at Kenta!
And another!
stabby stabby vd Kenta FF, dark, cover: 1d20 + 6 + 2 - 4 ⇒ (13) + 6 + 2 - 4 = 17
By blind luck (or perhaps the hand of Lady Taramyth), both attacks clatter off Kenta's buckler. Two 17s! That's why I needed to check :o
Round 2
Blue meanie
Phidöe
Kenta
Toshiko
Onna
Hiiragi
Red meanie
Green meanie
Active conditions: darkness (total concealment)
The bold may act!
I've taken the meanies off the map, since nobody can see them. But you know at least one is directly in front of Kenta (probably).
Phidöe
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Phidöe puts his snout into his satchel and pulls out a vial and then smashes it down on the ground, just inside the room.
Move action to retrieve oil of daylight, 5' step to move into Kenta's square, standard action to activate daylight - 60' radius.
"Knew that stuff would come in handy sooner or later!"
Kenta Faux
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Phidoe Saves the Day!!!!
Phidöe
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Phidoe Saves the Day!!!!
I learned this lesson the hard way playing *redacted*!
| GM supervillan |
"Can't be good. Stop it."
Strange, harsh, whispering voices sound in the chamber, as Phidöe reaches into his little bag. The scent of musky sweat is strong.
stabbity AoO, dark: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25damage, sneak attack: 1d3 + 1d6 ⇒ (2) + (4) = 6
A nasty knife cuts Phidöe on the nose, and then his vial smashes on the ground and suddenly bright light washes over everything, revealing your assailants.
Phidöe attempt a DC15 Fort save vs poison or take STR damage: 1d2 ⇒ 1
Two short creatures, wrapped head to toe in filthy rags, scream and hold their arms in front of their eyes. A third similar creature, who had been hiding to one side, does the same.
DC17
DC22
DC27
Round 2
Blue meanie, blind
Phidöe, -6hp, fort save
Kenta
Toshiko
Onna
Hiiragi
Red meanie, blind
Green meanie, blind
Active conditions: bright light, bright light! Aaaaggghhhh!!!
The bold may act!
Sionnach 'Onna' Brummagem
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Onna winces in the sudden explosion of light! "Okay skulk, now we can see them. Time to get to work. I don't recognize these things, but they don't seem friendly." With a thrust of her banner, "Let's take 'em down!"
Know (local): 1d20 + 7 ⇒ (4) + 7 = 11
Inspire Courage, Round One of Seventeen. Sixteen rounds remain. Flagbearer now visible and in effect.
Total Bonus to hit & Damage: +3 / +3
Total Bonus to saves vs Charm & Fear: +2
Hiiragi
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Hiiragi says "Good boy, Phidoe!" and rushes in!
Bow vs. Green: 1d20 + 6 + 3 ⇒ (15) + 6 + 3 = 24
Piercing: 1d8 + 2 + 3 ⇒ (1) + 2 + 3 = 6
A rare hit with the bow and still...
Phidöe
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Fort: 1d20 + 13 ⇒ (10) + 13 = 23
Phidöe yelps with alarm at the stabbity stab but manages to resist the poison.
Kenta Faux
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Kenta’s nostrils flare as he focuses on a nearby enemy, searching for the clear scent of evil to help mollify his conscience if he beheads one of them.
Move action Detect Evil, will use remainder of turn once results are given.
”Onna, what are these things?”
Kenta Faux
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Kenta nods in dissent as he grips his big sword with two hands, "No, not quite evil. Definitely a threat, but not beyond redemption. I think we need to find out more from them. Try not to kill them, if you can."
He swings his heavy blade like a club, trying to knock the wind out of the creature (blue) instead of chop it to pieces.
+1 Greatsword - Power Attack w/ Furious Focus - Buckler - NL + Flag/IC: 1d20 + 8 - 1 - 4 + 3 ⇒ (11) + 8 - 1 - 4 + 3 = 17 for NL/Slashing + PA + Flag/IC: 2d6 + 4 + 6 + 3 ⇒ (5, 2) + 4 + 6 + 3 = 20
| GM supervillan |
Onna waves her flag, and Hiiragi slips into the room and looses an arrow, striking one of the peculiar cloaked creatures.
Kenta resolves to try to capture rather than kill, and knocks his opponent out clean with a mighty blow.
Round 2
Blue meanie, blind, 20nl, unconscious, prone
Phidöe, -6hp
Kenta
Toshiko
Onna
Hiiragi
Red meanie, blind
Green meanie, blind, -6hp
Active conditions: bright light, bright light! Aaaaggghhhh!!!
Toshi is up!
Toshiko
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Sorry all
Toshi moves her head left and right trying to see a clear way to throw a knife at Red.
Starknife, into melee: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8 Damage: 1d4 + 9 ⇒ (1) + 9 = 10
| GM supervillan |
No worries Toshi :)
Toshi's knife clatters off a wall before magically returning to her belt.
The two conscious creatures flail about with their knives as they try to shield their eyes from the light. Red and Green employ total defence; blindness ends at the start of Phidöe's turn but they remain dazzled.
Round 3
Blue meanie, dazzled, 20nl, unconscious, prone
Phidöe, -6hp
Kenta
Toshiko
Onna
Hiiragi
Red meanie, dazzled
Green meanie, dazzled, -6hp
Active conditions: bright light, bright light! Aaaaggghhhh!!!
The bold may act!
Phidöe
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Phidöe scampers through the door and runs up onto the head of the Red meanie before gently batting at him with his tail.
Acrobatics to avoid an AoO, Vexing Defender: 1d20 + 15 + 4 ⇒ (3) + 15 + 4 = 22
Climb: 1d20 + 15 ⇒ (15) + 15 = 30
unarmed strike, higher ground, flagbearer, inspire, flank: 1d20 + 19 ⇒ (6) + 19 = 25
non-lethal dmg, sneak: 1d3 + 10 + 2d6 ⇒ (1) + 10 + (4, 4) = 19
Red takes a -4 penalty to attacks against anyone *but* Phidöe and a -2 penalty against Phidöe.
The above presumes that Kenta counts as adjacent to Red even through the door, however if that is not the case then Phidöe would delay his actions until one of his comrades stepped into Blue's square.
Kenta Faux
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I should still be adjacent, even though there is some cover there if I or they were to attack around the corner of the doorway. Either way, Kenta will be stepping through to strike.
Kenta steps through and tries to whack the one already injured by their sometimes bigger archer lady (targeting green). He smiles as he sees Phidoe batting the other one's head about like a cat toy, going for the knockout blow.
+1 Greatsword - Power Attack w/ Furious Focus - Buckler - NL + Flag/IC: 1d20 + 8 - 1 - 4 + 3 ⇒ (12) + 8 - 1 - 4 + 3 = 18 for NL/Slashing + PA + Flag/IC: 2d6 + 4 + 6 + 3 ⇒ (6, 3) + 4 + 6 + 3 = 22
| GM supervillan |
I'm not going to apply Higher Ground bonus for Phidöe's limb-climbing; limb-climber provides enough benefits without always granting +1 to hit, does not specify how or if you can reach a higher position, and does not grant the benefits of position and momentum that being higher than an opponent does.
Phidöe scampers up one of the ragged humanoids and clouts him round the head - he sways about but does not fall.
Kenta knocks out the third with the flat of his massive blade.
Round 3
Blue meanie, dazzled, 20nl, unconscious, prone
Phidöe, -6hp
Kenta
Toshiko
Onna
Hiiragi
Red meanie, dazzled, 19nl, staggered
Green meanie, dazzled, -6hp, 22nl, unconscious, prone
Active conditions: bright light, bright light! Aaaaggghhhh!!!
The bold may act!
Phidöe
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Ok, I hadn't even thought about it but that all makes sense to me.
Hiiragi
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Hiiragi steps forward, setting her bow aside and grabbing her flail.
NL Bonk: 1d20 + 6 + 3 - 4 ⇒ (3) + 6 + 3 - 4 = 8
It's... probably a miss.
Toshiko
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Toshi draws her knife again and hurls it at Red again.
Starknife, into melee: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13Damage: 1d4 + 9 ⇒ (4) + 9 = 13
| GM supervillan |
Onnabot thrusts her spear through the doorway...
spear: 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26damage: 1d8 + 3 ⇒ (2) + 3 = 5
She gets the short raggedy man with the pointy end.
Combat over!
Onnabot employs Lingering Performance, so no additonal rounds of Performance are needed.
The three small creatures groan softly in their strange raspy voices.
You detect no magic, and a quick search of the creatures finds nothing but their plain steel daggers and three pots of foul-smelling black paste.
Hiiragi
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Hiiragi sighs as she looks down at their fallen foes.
"No way to know if they're to blame for all this, or if we're just intruding on their territory," she admits.