Drelluandast |
Perception vs DC 15: 1d20 + 5 ⇒ (8) + 5 = 13
"Agreed - but maybe the tapestry itself remembers something?" Drelluandast looks hopefully at the taller man. "I've heard some scholars of the occult can witness events of the past by touching an object."
Lucky Lee |
perception: 1d20 + 8 ⇒ (18) + 8 = 26
"Well would you look at that. There's a lantern ring on the figurehead. You could hang an actual lamp on it. That's where Skëlg's lantern was taken from. Maybe if we put it back the curse will be broken?"
Kolris Isimlothe |
Kolris focuses on the painting, calling to an innate racial sensitivity to magic. Casting detect magic as a spell-like ability (1/day)
Perception: 1d20 + 12 ⇒ (8) + 12 = 20
"Well, the painting's not magical, so if the actual lamp hung in there, it took its magic with it."
Lucky Lee |
"Looks like there's nothing else to see here, mates. Shall we go and 'liberate' a warehouse?"
Aatish e Khorshid |
The Asmodean follower nods.
"Yes, yes, we have nothing else to learn here!" Khorshid says with a wave of his hand.
Yours is mined |
Zimmer nods respectfully with a knuckle to his forehead in salute as you troop out Greydog Manor’s gates on the way to the Puddles.
♒ 🐡
The warehouse across from the Devil’s Dregs tavern is built right on the harbor, part of it extending over the water. The building is thirty feet tall with no visible windows. On the landward side is a pair of large cargo doors with a smaller door built into the right one. Piers run along either side of the building and on the seaward side is a massive set of doors able to accommodate a small ship. Windows are covered with an oiled paper, blocking any view inside.
The street is busy, with several taverns among the warehouses. Most of the warehouses have sentries in front of them, and the ships at the docks are similarly guarded. A single Tengu shield-maiden with an axe resting across her lap sits on a small pile of crates across from the warehouse you are seeking, obviously keeping watch on the main door.
Aatish e Khorshid |
"Good, good, we are at the right place! Now let us see what these employees have to say!" Khorshid says and rides to the Tengu guard.
"Good day sir, may I ask what exactly it is that you are trying to secure here? Are you aware of the illegal nature of the business conducted in the warehouse that you are trying to protect??? You can be glad that I have arrived. If you cooperate now then I will arrange for your amnesty!" Khorshid says expectantly.
diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18
Yours is mined |
"Good day sir …”
*SQUAWK* Are your eyes painted on? I’m a miss!"
"Are you aware of the illegal nature of the business conducted in the warehouse that you are trying to protect???"
“Thor’s Giant Hammer! You mean the reavin’ and plunderin’ Ulfen raiders do along the Varisian coast is AGAINST THE LAW?”
*SQUAWK* Next you’ll be tellin’ me snow’s cold and water's wet!”
The shield-maiden (sans shield) gets to her hind-talons and *PUFFS* out her feathers.
“I’ve enjoyed our little chat, but now it’s time to sod off! The lot o’ yer!”
“I ain’t done nuthin’ wrong in this ‘burg. Assault me and you can bet your brightest shiny some beaky neighbour will call the Watch.”
Papa Òxọ́lé |
Well, that went about as well as could be expected, Òxọ́lé thinks as he considers if he can lower his expectations any further without them entering one of the Lower Planes.
Aatish e Khorshid |
Khorshid seems to be quite agitated now.
"Are you implying that you are working together with these bandits my lady?! I think that is a mistake you will regret!" Khorshid says with a stern look.
sense motive to see if she would attack him if adequately provoked to provide an excuse ... ehh ... legitimation to attack: 1d20 + 5 ⇒ (1) + 5 = 6
Yours is mined |
*CAW* I’m implying nothing, mutton-chops."
“I’m now stating I feel threatened for my own safety.”
“And I’m promising to press charges if you assault me while I’m engaged in a lawful activity, like monitoring my guvnor’s business, to discourage trespassers and thieves.”
She flaps her wings -- perhaps to attract attention? "I’ll say it once again, in case your ears are anything like your peepers."
“If you commit an offense against me – in broad daylight, on a busy dock – I can all but guarantee one of the guv’s nebby neighbors will have the Filth down here quicker than you can say ‘common assault.’”
Kai Makani |
As they near the docks and get an initial view of the warehouse, Kai can't help but wander off to get a better look. "Dude, I'm goin' for a swim. Be back in a bit," he whispers to Òxọ́lé before slipping away from the group.
He finds old section of seawall covered in algae and barnacles out of sight from Lady Tengu and quickly enters the calm bay waters.
Staying submerged, the merman cautiously approaches the Ulfen's warehouse and surveys the layout initially without surfacing.
Stealth: 1d20 + 4 ⇒ (10) + 4 = 14
Perception : 1d20 + 6 ⇒ (6) + 6 = 12
Note that he's staying submerged until he gets a better sense of whether he can peek up into the dock or warehouse or whatever's up there. I made his token semi-transparent to reflect that.
Yours is mined |
1d20 ⇒ 11 1d20 ⇒ 9 1d20 ⇒ 1
Kai approaches the warehouse underwater from the rear.
He discovers the northern ‘half’ of the warehouse rear is a solid wooden wall mounting a single glass window.
While the southern ‘half’ (denoted by a red arrow) is a comprised of a set of wooden double-doors which one could ‘swim underneath’ to gain entry to the warehouse.
Kai Makani |
Remaining submerged, Kai does indeed swim underneath the garage doors and takes a look around.
If there's an obvious spot to remain hidden, like underneath dock decking or behind a ship or buoy, he'll surface to get his bearings and listen. Being as cautious as possible since he's by himself.
Kolris Isimlothe |
Knowledge (local) DC 12, take 10, free inspiration: 10 + 9 + 1d6 ⇒ 10 + 9 + (5) = 24
Kolris steps forward to help smooth Khorshid's negotiation. "Whoa now whoa now! Nobody wants a fight; it's obvious everything you say is true. We'd be crazy to provoke a fight out here."
With no weapons in hand, and, in fact, hands deliberately far from his weapons, he leans in a bit closer. "We're all business-people here. We do, indeed, have business that requires us to access this warehouse. And--at the moment--we're not entirely sure that we want the owner to know about any of this yet. He'll know in good time, of course! We're not rapscallions. We just like to do things at our own pace. And that creates an opportunity for you."
Standing up straight again, he concludes simply. "What's your price?"
Diplomacy, student of philosophy, inspiration: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (2) = 29
Yours is mined |
"What's your price?"
“Forty gold shinys, Big Elf. Up front. In cold, hard form. Going too fast for yer?”
The shield maiden holds out a feathered claw expectantly. “You got it? Or 'r you as full of it as the ✌ scary ✌ purple gnome?”
Please place your next post under a spoiler tagged: All except Kai
1d20 ⇒ 14 1d20 ⇒ 7
You spot five Ulfen warriors armed and armored in the same manner Zimmer and Lagertha were, fetching and carrying carpentry stores, presumably for repairing the longship you nestle beside.
They are being ordered around by a gray-bearded lout standing on an upper landing, sporting a brushed bronze mask-cum-helm. Every now and then, you hear one of the ordinary sea(wo)men call Graybeard ‘Captain’, ‘Skipper’ and far less commonly, ‘Bengeirr’.
Please place your next post under a spoiler tagged: GM
Kai Makani |
He waits until one of the workers steps off the gangplank headed back onto the dock so their back is to him but they're still fairly close. He then uses his mind to fling a large fresh melon from a crate toward Bengeirr. He knows he can't hit the leader (Bengeirr is just outside the range of the spell) but that's not his intent. He's just trying to cause some commotion and confusion.
Stealth, mostly submerged: 1d20 + 3 ⇒ (15) + 3 = 18
Attack vs square: 1d20 + 5 ⇒ (5) + 5 = 10
He waits to hear the result, and then swims back out under the doors and around to the seawall where he entered.
Kai rejoins the others by sauntering up casually and asking Òxọ́lé if he could speak to him off to the side. Out of the tengu's earshot, he informs his tiefling friend and anyone else that joins them** of what he found. "There's five Ulfens plus Bengeirr. Bengeirr's wearing some freaky mask-cum-helm, maybe that mask of Loki we heard about. They've got a ship inside the warehouse, but it might be damaged cause they've got lots of wood and other parts."
** Obviously not the tengu, and presumably Kolris and Khorshid need to keep talking to her based on what I see in the un-spoilered posts.
Papa Òxọ́lé |
Òxọ́lé steps away with Kai.
Air bubble is my 1st level geomancer spell when I am in water terrain.
Kolris Isimlothe |
"Done," Kolris says, simply. He reaches into his belt pouch and counts out forty gold coins. "Pleasure doing business with you."
That's 40 gp on the chronicle for a bribe.
Yours is mined |
He then uses his mind to fling a large fresh melon from a crate toward Bengeirr.
“Skadi! Knock off the horseplay! Next bout of damage comes outa yer share!”
There doesn’t seem to be much heat in the Ulfen Captain's rebuke. Indeed the targeted crew member merely shrugs and makes a face behind her leader’s back, while continuing to work.
With the party more or less reunited, we can now do away with the ‘split party’ spoilers.
The tengu shield maiden snatches the shinies out of Korlis’ hand, hangs her axe over her shoulder and marches north along a well-travelled track towards the back-door of the neighboring tavern.
“Front door of the warehouse is over there.” She makes a casual gesture at the west side of said building. (orange arrow on map)
After pocketing her loot, she performs a complicated rapping cadence on the tavern door, *CAWS* once and makes the ‘sign of the horns’ in the direction of a grimy window in the NW corner of the warehouse.
She then flips the bird at the main party of Pathfinders.
Kai Makani |
@Òxọ́lé: Maybe just piggy-back on Kai in the water. Sure, you could use the spell, not likely another chance to will come up, but maybe not needed if we just dip in under the door.
"Sure, dude, sounds like a plan. Let the others know we'll be in the water. If things go south, us two'll join the fight with spells from there."
Kai then waits for Papa to rejoin him. He lets the tiefling get a good grip on his shoulders and tows him along in the water under the garage door and back to his original hiding spot.
Lucky Lee |
When the tengu mercenary decamps to the pub, Lucky grins at Kolris. "Quite a silver tongue you've got, mate. You want a contribution to that 'donation'? I don't mind helping you out."
"You got a plan, Kai?"
Kolris Isimlothe |
"I certainly won't turn it down. I'm afraid it didn't work as well as I'd hoped, though." Kolris points to the window in the northwest corner of the warehouse. "I'm pretty sure she signaled to someone inside."
Yours is mined |
Urgent shouting and the swift trample of boots can be heard inside the warehouse, as the back door to the neighboring tavern opens.
The tengu shield-maiden steps inside and the tavern door *SLAMS* shut.
Please make sure your token positions are correct, in accordance with your posted actions.
Map! It's also at the top of the page.
Lucky Lee |
"Yeah. She swindled you, alright. Reckon you'll get your gold back off her corpse, mate, coz we're in for a fight now.
Where'd Kai and Papa go?"
Lucky draws a wand, ready to activate it.
Aatish e Khorshid |
Aatish drives his riding dog to push against the door.
The riding dog pushes!
riding dog strength: 1d20 + 2 ⇒ (18) + 2 = 20
Kolris Isimlothe |
Kolris fishes an extract out of his vest and drinks it quickly, then readies his rapier as he listens at the door.
More than one round of actions here, not sure how much the action on the other side of the door restricts this.
- Standard: drink extract of shield
- Move: draw rapier
- Move: retrieve traveler's any-tool
- Standard+: listen at door
Perception, traveler's any-tool as masterwork ear trumpet: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29
trying to figure out if they are going to be charging out at us, or if they're getting ready for us inside, and--if possible--what they're talking about re: strategy
Yours is mined |
Kolris extracts maximum value from the time allowed, while Papa Òxọ́lé enters the water and takes a hold of Kai’s shoulders.
Khorshid’s ‘hell hound’ charges the warehouse doors, rears up on its hind legs like a cauchemar trying to throw its rider, and bursts open the double-doors initiating festivities!
Kai Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Khorshid Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Kolris Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Lucky Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Papa Òxọ́lé Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Bengeirr, modifier added off screen: 1d20 ⇒ 19
Skadi and the rest of the crew, modifier added off screen: 1d20 ⇒ 16
Perhaps the strangest feature of the warehouse interior is a large patch of splattered watermelon near the stairs rising to an elevated landing, from where the bronze-masked Ulfen Captain roars his greeting:
“A DOUBLE-SHARE TO WHOEVER BRINGS ME THE HALFLING'S BEARD!”
Kai
Khorshid
Kolris
--
Bengeirr
Crew
--
Drelluandast
Papa Òxọ́lé
Lucky
Kai, Khorshid, Kolris lead us off!
The Battle Map! is also at the top of the page.
Aatish e Khorshid |
Khorshid takes a 5ft step back with his riding dog and starts casting sleep.
1 round casting time.
“It is time to show our superiority!!“
Kai Makani |
With Papa Òxọ́lé holding on tightly, Kai pumps his fluke and tows the tiefling along, making sure to keep their heads above water initially. At the big double doors, he signals to remind his passenger to take a good breath, then dips below the surface and arises just between the dock and the ship. He looks around and spots a mooring line for Òxọ́lé to grab onto, then moves a few more feet away.
Just a little more than a single move to get inside, so using two move actions. Leaving Òxọ́lé by the door, so he can easily dip under and out if things go badly.
Yours is mined |
Lucky manages to get a wanding off as Ghermez pressures the pirate portal to *puff* planks.
🐶
Khoshid begins getting some Ulfen raiders ready for their naps.
Kai and his back-seater enter the warehouse without difficulty. The merfolk ejects Papa Òxọ́lé below the private dock beside the large rear double doors, and continues west.
Papa Òxọ́lé, assuming you don't have a swim speed, please make a swim check as your first dice roll on your turn, to ensure you keep your head above water before you try anything else.
The dock is designed to allow easy access for the longship, NOT for a swimmer 4-5 feet below that level.
In other words, there isn’t really a mooring rope within reach, so it may not be easy to reach the dock above without some tricky climb and/or swim checks. (Hey, but players are always surprising me with their creativity)
Also are you light, medium or heavily encumbered? If it’s one of the last two, that may penalize your skill check(s). See Table 7-5
Round #1:
Kai
Khorshid
Kolris
--
Bengeirr
Crew
--
Drelluandast
Papa Òxọ́lé
Lucky
Kolris!
The Battle Map! is also at the top of the page.
Papa Òxọ́lé |
1 person marked this as a favorite. |
Òxọ́lé is definitely at a light load. Unfortunately, his armor is buly.
Swim: 1d20 - 2 ⇒ (4) - 2 = 2
I think my turn will be spent surfacing.
Kolris Isimlothe |
I think your post in discussion means that Kolris had time to drink his extract and draw his rapier, correct?
Kolris steps through the doors, holding his rapier and gesturing with it as he speaks, more than truly brandishing it.
"You know, we're really just here to talk. There's no need to collect the halfling's beard; he seems to really quite like it."
Move: 10'
Standard: readied action to attack any foe that enters a threatened square
+1 rapier: 1d20 + 8 ⇒ (19) + 8 = 27
damage, P: 1d6 + 4 ⇒ (3) + 4 = 7
Crit: 1d20 + 8 ⇒ (4) + 8 = 12
Crit damage: 1d6 + 4 ⇒ (1) + 4 = 5
+1 rapier, parry: 1d20 + 8 ⇒ (14) + 8 = 22 1 panache if used
+1 rapier, riposte: 1d20 + 8 ⇒ (20) + 8 = 28 if parry successful
Also, I'm seeing the map fine. None of the problems that were happening before.
damage, P: 1d6 + 4 ⇒ (6) + 4 = 10
Crit?: 1d20 + 8 ⇒ (1) + 8 = 9 if parry successful
Crit damage: 1d6 + 4 ⇒ (2) + 4 = 6
Yours is mined |
“AND A TREBLE-SHARE TO WHOEVER BRINGS ME THE ELF'S EARS!”
Bronze Mask removes a hand from his sword and ✨waves his arms until a golden broomstick appears beside Kolris, which begins *THWACKING* the elf with lethal intent.
Golden Broom spell attack on Kolris: 1d20 + 3 ⇒ (5) + 3 = 8
lethal force damage: 1d8 + 1 ⇒ (7) + 1 = 8
Green, Black and Golden-Hair all move in to attack Kolris.
The Green-eyed warrior takes a rapier through the left thigh for his trouble, but that isn’t enough to take him down.
Green greataxe on Kolris: 1d20 + 5 ⇒ (5) + 5 = 10
slashing damage: 1d12 + 3 ⇒ (5) + 3 = 8
Kolris manages to parry the clumsy reply from Green-eyes easily, before his riposte sees the elf drive his rapier through the Ulfen's breast, dropping him to the warehouse floor.
Black and Golden-Hair *gasp* at the quick work Kolris made of their shipmate, before raising their own axes.
Black greataxe on Kolris: 1d20 + 5 ⇒ (7) + 5 = 12
slashing damage: 1d12 + 3 ⇒ (1) + 3 = 4
Gold greataxe on Kolris: 1d20 + 5 ⇒ (12) + 5 = 17
slashing damage: 1d12 + 3 ⇒ (10) + 3 = 13
Red and Blue then hustle down the stairs but can't get into position to repulse boarders just yet.
Round #1/2:
Stairs are difficult terrain
Kai
Khorshid
Kolris
--
Bengeirr
Crew
Green dead
--
Drelluandast
Papa Òxọ́lé 5 feet under the water’s surface
Lucky
Party up!
The Battle Map is also at the top of the page.
Papa Òxọ́lé |
Swim: 1d20 - 2 ⇒ (13) - 2 = 11
If this is calms waters, that should let me surface. If so, trying to get out of the water.
Swim: 1d20 - 2 ⇒ (20) - 2 = 18
Yours is mined |
“THE GOD OF HULKS SENDS AN INSTRUMENT WHICH REFLECTS THE ESTEEM I HOLD FOR MY LATE FATHER’S WIFE!”
Bengeirr seems impressed with his golden broomstick, despite its lack of accuracy.
From just below the surface Papa Òxọ́lé kicks both his legs together butterfly-style and leaps out of the water like a spawn-season salmon leaping into a grizzly bear’s mouth.
He crashes to (relative) safety, prone on the dock edge, wondering if his aquatic acrobatics have been noticed by the North folk.
Round #1/2:
Stairs are difficult terrain
Kai
Khorshid
Kolris
--
Bengeirr
Crew
Green dead
--
Drelluandast
Papa Òxọ́lé prone on the dock edge
Lucky
Drelluandast, Lucky, Kai, Khorshid & Korlis may leap into action!
The Battle Map is also at the top of the page.
Aatish e Khorshid |
Khorshid ends his sleep spell and targets an area so that the woman and man in front of Kolris are affected.
DC 18 Will save (Cha +5, Spell lvl +1, Genial Magic racial +1, MEDIATOR trait +1) or fall asleep.
He then orders his dog to move in. Khorshid then swiftly stares at the woman in red and casts color spray on her and the the woman in blue.
DC 16 will save vs. color spray, red has -2 to will saves from the stare.
"Behold my power you weak willed thugs!!" Khorshid shouts.
In case anybody tries to hit him he will activate mesmeric mirror as a free action so 1 mirror image appears with the chance to prevent the attack.
~
Khorshid has move action and the dog a standard action remaining.
Khorshid then tries to make his riding dog attack the woman in red!
Khorshid move action: handle animal DC 10: 1d20 + 5 ⇒ (19) + 5 = 24
riding dog Melee bite : 1d20 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (3) + 3 = 6
Free trip : 1d20 + 3 ⇒ (16) + 3 = 19
Drelluandast |
Drelluandast pauses for a moment, one hand in his spell component pouch as he watches the magical energies washing through the room with wide eyes.
Just waiting to see who (if any) makes their saving throws.
Lucky Lee |
Lucky adopts a fighting stance and enters the warehouse to face the mad northman who would claim his whiskers.
"You want my beard mate?! Come get it yerself. I already sent one of your lackeys to Valhalla today. Who's next?!"
Lucky draws his long hammer, ready to face all-comers.
Depending on how high that upper level is, Lucky might be able to reach Bengeirr. If the boss-man is out of (10') reach, Lucky will attack any enemy that approaches, or the one on the stairs if in reach.
Lucky's movement provokes from Black, but he'll try to dodge past with acrobatics.
Acrobatics vs Black, full speed: 1d20 + 10 ⇒ (3) + 10 = 13
Assuming Lucky gets an attack off, his AC improves to 29 (crane style).
Kolris Isimlothe |
Knowledge (engineering or local) DC 20, free inspiration: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (4) = 20
"Your god of hulks is an old fool, perhaps more foolish even than you. But fine, the easy way it is." Kolris counters the many incoming attacks with one of his own, striking out at one of the foes in front of him.
Standard: attack yellow (first choice) or black, whichever is left standing after sleep
+1 rapier: 1d20 + 8 ⇒ (8) + 8 = 16
damage, P: 1d6 + 4 ⇒ (4) + 4 = 8
+1 rapier, parry: 1d20 + 8 ⇒ (17) + 8 = 25 1 panache if used
+1 rapier, riposte: 1d20 + 8 ⇒ (19) + 8 = 27 if parry successful
damage, P: 1d6 + 4 ⇒ (5) + 4 = 9
Crit?: 1d20 + 8 ⇒ (13) + 8 = 21
Crit damage: 1d6 + 4 ⇒ (2) + 4 = 6
Kai Makani |
Kai decides to keep Bengirr from joining the fight quite yet. He calls forth the shadows from the corners of the room and they intertwine with the big Ulfen’s own shadow. It pins him in place, keeping him from moving.
Shadow trap DC 15 Will negates
Yours is mined |
After 40 winks of a gnome's eyes, Khorshid's sleep spell is enabled.
Black Hair Will DC 18, modifier added off screen: 1d20 ⇒ 3
Golden Hair Will DC 18, modifier added off screen: 1d20 ⇒ 9
Both frontline warriors slump to the floor at Korlis’ feet, fast asleep.
Red and Blue Scarf are then color-sprayed!
Blue Scarf Will DC 16, modifier added off screen: 1d20 ⇒ 12
Red Scarf Will DC 16, modifier added off screen: 1d20 - 2 ⇒ (18) - 2 = 16
Blue: 2d4 + 1d4 + 1 ⇒ (2, 2) + (1) + 1 = 6 rounds
Blue Scarf crashes to the ground dreaming of bluebirds and rainbows, while Red fights off the visions ... knowing they're only illusions.
To add insult to slumbery, Ghermez trots forward aiming to take a bite out of Red. Unfortunately, she manages to resist making contact with the Chelish-bred wardog.
Lucky advances safely past the dozing Black Beard. Upon reaching his destination, the halfling realizes Bengeirr is out of reach until he can scale the staircase, which is currently being blocked by Red. (readied action queued)
With his favoured foes snoozing, Kolris takes the fight to Red Scarf, driving home his point by piercing her forearm! (Hope this is acceptable, Korlis?)
“You are unwise to provoke the hulk-god, puny elf!”
Bengeirr DC 15 Will vs shadow trap, modifier added off screen: 1d20 ⇒ 7
Such is the Ulfen captain’s religious fervor that he doesn’t seem to notice he has been shadow trapped … yet.
“He may be one of the gods of Yore, but his faith has undergone quite the resurgence in recent years. Mind your words, lest luck abandon you.”
Round #1/2:
Stairs are difficult terrain
Kai
Khorshid
Kolris
--
Bengeirr shadow trapped, entangled
Red ☤ -8
Blue color sprayed
Black + Gold asleep
Green dead
--
Drelluandast delayed until after foes' saving throws
Papa Òxọ́lé prone on the dock edge
Lucky readied action queued
Drelluandast!
The Battle Map is also at the top of the page.
An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Kolris Isimlothe |
Perfectly okay! Thanks for the adjustment to Kolris' actions.
"I've never found luck to be a reliable tool, old fool. Skill combined with the careful application of intellect have always been my allies!"
Drelluandast |
Drelluandast nods as the bodies hit the floor and rubs some butter between his fingers, focusing on the remaining woman’s weapon.
5 ft step and cast grease (Reflex DC 15).
Yours is mined |
Red Reflex vs grease DC 15, modifier added off screen: 1d20 ⇒ 6
Drelluandast unleashes the beaten cream! Red Scarf struggles, before ultimately failing to keep hold of her Greataxe.
entangled concentration check DC 17, modifier added off screen: 1d20 ⇒ 18
Bengeirr then drops a sound burst among his sleeping warriors to wake them up.
sonic damage: 1d8 ⇒ 6 (no save)
Kolris + Khorshid + Ghermez, please make a Fort DC 14 save, or be stunned for one round.
Black Fort, modifier added off screen: 1d20 ⇒ 17
Golden Fort, modifier added off screen: 1d20 ⇒ 15
Both Black and Golden Hair awaken with a buzzing in their ears, grab their fallen Greataxes and rise to their feet.
Red crouches and raises her naked fists, taking the total defense action.
Finally, the golden broomstick targets Kolris.
Golden Broom spell attack on Kolris: 1d20 + 3 ⇒ (4) + 3 = 7
lethal force damage: 1d8 + 1 ⇒ (6) + 1 = 7
Round #2/3:
Stairs are difficult terrain
Kai
Khorshid + Ghermez ☤ -6 hp, DC 14 Fort or stunned
Kolris ☤ -6 hp, DC 14 Fort or stunned
--
Bengeirr shadow trapped, entangled
Red ☤ -8, unarmed, total defense
Blue color sprayed (i)
Black ☤ -6
Gold ☤ -6
Green dead
--
Drelluandast
Papa Òxọ́lé prone on the dock edge
Lucky
Party up!
The Battle Map is also at the top of the page.
An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Aatish e Khorshid |
Riding dog fort : 1d20 + 5 ⇒ (9) + 5 = 14
Khorshid fort : 1d20 + 4 ⇒ (8) + 4 = 12
Papa Òxọ́lé |
Everyone is so busy, it would be a shame to distract them, so Òxọ́lé stands and uses legacy weapon to make his sword magical.
Kolris Isimlothe |
Fortitude DC 14: 1d20 + 2 ⇒ (5) + 2 = 7
Fortitude DC 14, shirt reroll: 1d20 + 2 ⇒ (8) + 2 = 10
Kolris' rapier falls from his hand as he instinctively raises both hands to his ears; the ringing continues and he can focus on nothing else.
Lucky Lee |
"B#!*@+!s" Lucky complains as Bengeirr turns the tables. "Where's the rest of 'em?!"
Determined to reach the mad ulfen captain as quickly as possible, Lucky backs up and takes a running jump at the stairs.
acrobatics, luck: 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24
If it looks to be too high a leap, Lucky will use Climb instead - check result will be 2 less than acrobatics - Rage will help.
The smell of brimstone grows strong as Lucky's arms catch alight.
Moved on map assuming 24 is good. If Lucky needs to be lower down the stairs, or climbing wouldn't get him where I put him, please adjust accordingly.