| GM Watery Soup |
Khunbish transforms, and Wolstine tries to match the melody.
Wolstine Performance: 1d20 + 14 ⇒ (7) + 14 = 21
The melody is complex, and Wolstine can't quite match it. As a matter of fact, the elemental changes its melody to match Wolstine's! It's fascinating.
No, really, it's Fascinating.
Wolstine Will: 1d20 + 10 ⇒ (15) + 10 = 25
Success: Wolstine is stupefied 1 for 1 round.
The whirlwind whips down the corridor, and discordant notes take solid form, striking Raznik and Bitey.
Solid Notes vs Raznik: 1d20 + 17 ⇒ (1) + 17 = 18
Sonic: 2d8 + 4 ⇒ (3, 1) + 4 = 8
Solid Notes vs Bitey: 1d20 + 17 ⇒ (17) + 17 = 34
Sonic: 2d8 + 4 ⇒ (3, 5) + 4 = 12
Bitey takes the worst of it.
--Round 1
Hopper / Wolfie
Jeeves
Raznik / Bitey (-24 hp)
--Round 2
Khunbish / Irves
Wolstine (immune to Duet)
Whirlwind
Master Jeeves
|
Seeing Wolstine attempt to use music to soothe the savage beast, Jeeves strums a series of chords on his lyre, hoping for better luck.
Performance to Disable: 1d20 + 17 ⇒ (13) + 17 = 30
Then turning to Wolstine, he says, "lady luck" offering some Guidance to his fellow bard in her next attempt to deal with the whirlwind.
Actions: ◆◆ Disable hazard, ◆ Guidance (on Wolstine)
Jeeves always cradles his lyre in one arm (as described in his original intro post). However, since I didn't specify it recently, if the GM requires an Interact action to draw it, please remove the Guidance. Sorry for any confusion.
The Mad Hoppper
|
Hopper can recognize magic when he sees it. This one is making his finger tingles. He jumps off Wolfie's back and closes his eyes, he murmurs a tune and tries to focus on the flows of arcana magic...
Arcana to disable: 1d20 + 11 ⇒ (6) + 11 = 17
But they slip as soon as he trips to take hold on it, just like with the tune and Wolstine
"Stand back Raznik!"
Dismount + disable attempt
| GM Watery Soup |
Jeeves always cradles his lyre in one arm (as described in his original intro post). However, since I didn't specify it recently, if the GM requires an Interact action to draw it, please remove the Guidance. Sorry for any confusion.
No problem, having the lyre in your hand is fine.
Is there any actual creature to target or is this just a hazard in the whole hallway?
The hazard is in the whole hallway, despite the art suggesting otherwise.
---
Jeeves plays a tune, matching the elemental's tune. Wolstine joins in for a second attempt botting Wolstine since, with Jeeves' success, it's the most straightforward way of completing.
Wolstine Performance: 1d20 + 14 ⇒ (19) + 14 = 33
Wolstine joins in, and the elemental seems calmer and calmer until the corridor is quiet.
End of combat!
Hopper / Wolfie
Jeeves
Raznik / Bitey (-24 hp)
Khunbish / Irves
Wolstine
I'm willing to handwave hit point healing, you can describe it if you like, but please indicate where you'd like to head after this.
Raznik
|
Raznik soothes Bitey's wounds and feeds her more rat pieces until she feels better. "Ok, Bitey better now!" The goblin then looks for any tracks or other signs of where people may have fled.
Survival +11
| GM Watery Soup |
Raznik follows some tracks to the center room. Opening rooms on Slide 7, although there will be no tokens for the NPCs here.
This lavish bedroom has been repurposed as a refuge for about a dozen people, mostly geniekin, many dressed in ill-fitting but extravagant clothing. Unlike the rowdy nobles below, the people in this room have determined demeanors, and defer to their spokesperson, who identifies himself as Murad.
Scavenged food and medical supplies, some clearly drawn from other areas of the estate, are stacked in the corners of the room, which has been completely reconfigured to accommodate its new purpose.
Murad peers cautiously into the corridor. "You've rid that ... thing?" he asks in disbelief. "It's trapped us here for weeks!"
Master Jeeves
|
When Murad asks about the whirlwind, Jeeves doffs his top hat and responds, "Greetings Master Murad, Sir. I am Jeeves, humbly at your service. We're Pathfinders, sent her to help. Please accept our apologies for the delay." He bows in respect and continues, "Yes, my friend, the hallway is safe now. It just needed a little harmonizing music to dissipate." The bard strums a chord on his lyre to demonstrate.
Jeeves looks around. "You've done well collecting what you needed to survive. Very impressive. Can you tell us what's happened here?" He quickly adds, "If you can also share any information about the adjoining rooms, it would help us a great deal. After that, we'll be happy to escort you to safety." He smiles and listens to what Murad has to say.
Diplomacy - Make an Impression: 1d20 + 18 ⇒ (14) + 18 = 32
| GM Watery Soup |
Murad quickly corrects Jeeves. "Murad, at your service. I am not a master by any stretch of the imagination. We are the waitstaff and other indentured servants of Master Vayn."
"He has spoken much of the Pathfinder Society." Cue for Wolstine, and any other player whose PFS1 characters have the Debt to Corvius boon.
"You'll be most interested in the third floor. Corvius and Perizia are currently at a stalemate for control of the estate. Perizia brings small groups of prisoners up to her hall and bullies them into wishing for misfortunes upon Corvius or the other guests, while Corvius demands further wishes from his genies to maintain his footing. Both are upstairs, a space they created with illusions and wishes."
Murad hands Jeeves two lesser healing potions. This constitutes 2 Treasure Bundles. "You look like you need these more than we do.
If you've cleared the first floor, we need to get started on the cleanup."
The Mad Hoppper
|
Hopper looks at the geniekins
"Hi, for now, please refrain from cleaning things. We still have plenty of places to go and clear. In the ground-floor don't open any doors that were not left open."
The goblin looks around "What can you tell us about Perizia?"
| GM Watery Soup |
"What can you tell us about Perizia?"
"The scope of her powers are beyond what we know, but she's a marid genie who was summoned to entertain the guests. She's very good at twisting wishes, and she quickly took over the manor. She imprisoned the guests and used them to torture Master Vayn."
Barring any more questions, the servants can be considered safe - you can escort them off the premises or leave them here.
"Before you leave," Murad adds, "May we humbly request that you clear the first floor of any dangers? This manor is still our responsibility, and we will need to clean up after the party is completed."
Master Jeeves
|
Jeeves smiles and nods to Murad, accepting the lesser healing potions. He asks the group, "Friends, who would like to claim these?" Looking to the animal companions and then back to the group, "Perhaps to help care for these fine beasts." He holds them out for whoever wishes to take them.
Turning to Murad, "Thank you, Sir. These potions will prove useful. As will the information about the 3rd floor. We'll prepare as best we can." When Murad mentions the room downstairs, Jeeves quickly agrees, "Of course. Yes, it seems wise to completely clear the lower floor." He eyes the group for consensus.
Assuming his fellow Pathfinders are okay with returning to the lower room, with the reported noxious fumes, Jeeves accompanies the party back downstairs.
I don't think holding one's breath is a thing in PFS-2, but if it is, Jeeves does that.
The Mad Hoppper
|
Just suck it in @Jeeves, like an agent :D
Hopper nods his head and follows the Bard downstairs...
"We could open the doors with a rope from some distance to have time to respond to whatever is there..." suggests
| GM Watery Soup |
Could I get a third to agree to that course of action? (so it's half the party)
Wolstine Delwaris
|
A moment please, before we go downstairs.
Wolstine turns back to Murad. Murad, may we speak privately? She walks into the hallway, away from the other servants. My understanding is that you have offered assistance to the Pathfinder Society in the past. An old friend mentioned she encountered you here several years ago. Is there anything additional you can offer?
| GM Watery Soup |
Murad shakes his head. "I suspected you were from the Pathfinder Society, I've told you everything I know."
Mechanically, a check was supposed to be required to secure his cooperation. Wolstine would have achieved a critical success had she brought up the letter - I went ahead and just gave it to you up front.
---
Will move you downstairs in a few hours.
Khunbish Nandin
|
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Before heading back down, Khunbish gruffly asks, "Do you know what we might find on the ground floor?"
No point for Khunbish to hold the potions as he'll go animal form.
| GM Watery Soup |
"Do you know what we might find on the ground floor?"
Murad doesn't know what's been happening on the ground floor, but ...
“Oh, be careful of the next room!” Kala warns, pointing to the south door to the drawing room. “The air is thick and wrong. Nadia wished for something beautiful to take her breath away and so many people died.”
---
Downstairs ...
This small drawing room is heavy with a thick, oppressive blanket of foul-smelling smoke. The furniture and curtains are smashed, shredded, and smoke-stained. The bodies of three well-dressed people lay unmoving on the floor. The smoke begins to move toward the open door, coalescing into several inhuman forms.
Back on Slide 4!
Detect Magic (Jeeves): 1d20 + 16 ⇒ (17) + 16 = 33
Initiative (Stealth, Raznik): 1d20 + 13 ⇒ (20) + 13 = 33
Scout (Hoppper), twitchy: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Investigate (Bardic Lore, Wolstine): 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Search (Khunbish): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Initiative (Belker): 1d20 + 12 ⇒ (19) + 12 = 31
Initiative (Stalker): 1d20 + 11 ⇒ (18) + 11 = 29
--Round 1
Jeeves
Raznik (concealed) / Bitey (concealed)
Large Creature (concealed)
Red Creature (concealed)
Yellow Creature (concealed)
Blue Creature (concealed)
Purple Creature (concealed)
Wolstine
Khunbish (concealed) / Irves
Hopper / Wolfie
Environmental Effects: Each of the misty creatures exudes a mist aura of 15'. Everything within that range is concealed. I tried to put some auras on the map, but it became way too cluttered.
Master Jeeves
|
Jeeves tries to hold his breath as the noxious smoke fills the corridor. The bard considers playing some inspirational music, but he decides on gathering information first. "I'm sure I've heard about such creatures from weary adventurers at The Surly Sailor." He attempts to recall what he knows of such creatures.
GM, can you please make an appropriate Recall Knowledge check for Jeeves, and share any info publicly?
Having to squint to see the ghostly figures, Jeeves chants, "Let us bring into light, that which is concealed by sight" and he casts Fairie Fire. Twenty feet in front of him, a burst of bright teal, heatless, flames erupt from the center of the group of creatures.
Actions: ◆ Recall Knowledge, ◆◆ Fairie Fire
Raznik
|
"Stinky Mess!" Raznik shouts as he targets the largest creature. The owl swoops in as the goblin fires arrows at it. Whenever the arrows hit, the owl tries to claw the at the creature's misty face.
Hunted Shot vs flatfooted?: 1d20 + 14 ⇒ (5) + 14 = 19
Flat Check: 1d20 ⇒ 13
Damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Hunted Shot: 1d20 + 14 - 5 ⇒ (8) + 14 - 5 = 17
Flat Check: 1d20 ⇒ 4
Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Hunter's Edge precision damage for first hit: 1d8 ⇒ 2
◆ Hunt Prey
◆ Command Animal (Support - 1d4 bleed if arrows hit)
◆ Hunted Shot
| GM Watery Soup |
Jeeves Arcana: 1d20 + 14 ⇒ (15) + 14 = 29
Jeeves knows the large creature is a belker - an air elemental that can occupy the same squares as PCs and take mortals' breath away by slashing them from the inside of their own lungs! Bonus info because it's up next and someone's about to find out about the inhalation part: Also, it's immune to bleed, paralyzed, poison, precision, and sleep.
Jeeves casts a spell, and all the elementals are shrouded with a glow.
Raznik fires two arrows, but neither hit.
The belker moves forward, covering Raznik, Bitey, Khunbish, and Irves, and starts forcing its way into their lungs. DC 21 Fortitude save!
Red reaches out to Raznik with a tentacle.
Tentacle: 1d20 + 12 ⇒ (3) + 12 = 15
Bludgeoning: 2d8 + 2 ⇒ (5, 8) + 2 = 15 plus Grab
Red reaches out again.
Tentacle, MAP: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23
Bludgeoning: 2d8 + 2 ⇒ (7, 6) + 2 = 15 plus Grab
This time he makes contact, and Grabs Raznik.
Yellow moves up, and reaches for Bitey.
Tentacle: 1d20 + 12 ⇒ (11) + 12 = 23
Bludgeoning: 2d8 + 2 ⇒ (3, 4) + 2 = 9 plus Grab
It grabs Bitey.
Blue moves forward and reaches for Khunbish.
Tentacle: 1d20 + 12 ⇒ (11) + 12 = 23
Bludgeoning: 2d8 + 2 ⇒ (2, 3) + 2 = 7 plus Grab
It just misses. Rather than trying again, it solidifies the mist around it, and especially Khunbish. 15' around Blue is Difficult Terrain (everyone except for Hopper/Wolfie), Khunbish needs to make a DC 18 Reflex save vs immobilization)
Purple moves forward and reaches for Irves.
Tentacle: 1d20 + 12 ⇒ (15) + 12 = 27
Bludgeoning: 2d8 + 2 ⇒ (1, 8) + 2 = 11 plus Grab
It whacks Irves and grabs him!
--Round 1
Wolstine
Khunbish (Fort vs inhalation, Reflex vs immobilized) / Irves (-11 hp, grabbed, Fort vs inhalation)
Hopper / Wolfie
--Round 2
Jeeves
Raznik (-15 hp, grabbed, Fort vs inhalation) / Bitey (-9 hp, grabbed, Fort vs inhalation)
Belker
Red Creature
Yellow Creature
Blue Creature
Purple Creature
Raznik
|
Raznik Fort Save: 1d20 + 12 ⇒ (2) + 12 = 14
Bitey Fort Save: 1d20 + 8 ⇒ (20) + 8 = 28
Raznik Hero Point reroll: 1d20 + 12 ⇒ (18) + 12 = 30
The little goblin at first seems like he's actually trying to eat the belker as he does with so many other gross things, until his body decides that's not a good idea. "Bitey, get away! Weird stinky smoke is bad!" Raznik tries to slip out of the creature's grasp too.
Escape: 1d20 + 14 ⇒ (17) + 14 = 31
◆ Escape
◆ Command Animal (Escape)
I'll pause to see what the results of that roll are.
The Mad Hoppper
|
Hopper looks at the solidified creatures and he grabs one of his bombs
Could I throw the bomb at Belker without hurting others? Bomber spec says that you can restrict the splash to only your target, but it sounds iffy
Alchemist fire@blue: 1d20 + 12 ⇒ (20) + 12 = 32
Damage, burn it!, fire: 2d8 + 1 ⇒ (1, 5) + 1 = 7 +3 persistent burning damage on hit, +2 fire splash damage restricted only to blue
Crit would mean: 2 splash + 14 damage and 6 persint fire damage
"How do you like fire? Are you sure that you want to go after my friends?"
Bottled lightning@blue, map: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14
Damage, electric: 2d6 ⇒ (5, 6) = 11 flat-footed on hit, +2 electric splash damage restricted only to blue
Then Hopper dismounts from Wolfie.
Khunbish Nandin
|
Fort DC21: 1d20 + 13 ⇒ (19) + 13 = 32
Ref DC18: 1d20 + 13 ⇒ (13) + 13 = 26
With near supernatural fortitude and grace, Khunbish easily expels the air elemental from his lungs while near-simultaneously dodging the tentacle.
He glances with concern at the injured Irves, but decides that his efforts are best used to repel the elemental creatures. So instead, he raises his head and he lets go a mighty roar but by the time he looks back down, the form of a mighty bear has taken his place. Khunbish-Bear rears up and chomps down upon the semi-corporeal form surrounding him.
vs belker: jaws: 1d20 + 15 ⇒ (9) + 15 = 24 piercing: 2d8 + 5 ⇒ (2, 7) + 5 = 14
With the belker, we should spread out but that wastes a potential round for attacking and also exposes those behind still clumped together so Khunbish and Irves will hold fort first. But suggest those who can to draw back into the open room behind.
Wild Shape (2), Strike
| Irves |
Fort DC21: 1d20 + 12 ⇒ (1) + 12 = 13 Hero Point that.
Fort DC21: 1d20 + 12 ⇒ (11) + 12 = 23
Irves almost takes in a deep breath just as the smoke creature envelops them but at the last moment, expels the last breath of air, keeping it at bay for now.
Growling at the tentacle around him, but not able to attack its source, it insteads bites down upon the smokey creature around him.
vs belker: jaws: 1d20 + 12 ⇒ (5) + 12 = 17 piercing: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Master Jeeves
|
Jeeves surveys the battlefield, considering his next options. He turns to Wolstine beside him, "Madame, do you plan to inspire the troops, or shall I?" Before he reacts this turn, he waits to see if all immobilized party members successfully escaped.
Hopefully the question to Wolstine is okay as a free action. It's just flavor anyway.
Jeeves delays until Wolstine acts, and until he knows if any of us still remain grabbed/immobilized.
| GM Watery Soup |
| 1 person marked this as a favorite. |
No time for a full update right now (just spent 45 minutes updating my other game, wow these higher tier combats are complex!), but I'll try to answer the questions quickly and go through the rolls. Raznik and Bitey avoid inhaling the belker, and Raznik critically succeeds the Escape (can take a 5' step). Bitey succeeds Escaping on the second try. Hopper can contain the splash to just the belker, not going to try to apply physics here - rules say that only the creature is splashed, not going to overthink it. Jeeves can speak as a free action. I think everyone succeeded their saves, so nobody is grabbed, nobody immobilized.
| GM Watery Soup |
Raznik fights off the belker and Escapes from the tentacle. crit, 5' step Bitey fights off the belker and Escapes.
Hopper throws at the belker I assume you wanted to target the belker if you could, the fire spreading all over. A second bomb only splashes.
Khunbish expels the belker, and chomps it on its way out. Irves also expels the belker, but isn't as successful with its bite. Correction to previous post: Irves is still grabbed.
--Round 1
Wolstine
Khunbish () / Irves (-11 hp, grabbed)
Hopper / Wolfie
--Round 2
Jeeves
Raznik (-15 hp, 5' step, 1 action) / Bitey (-9 hp)
Belker (-32 hp, 6 persistent fire)
Red Creature
Yellow Creature
Blue Creature
Purple Creature
Master Jeeves
|
Seeing Irves still grabbed right beside him, Jeeves encourages the cougar to break away immediately, calling out in cougar-speak, "freein' feline" and casts Liberating Command.
Liberating Command: If the target is grabbed, immobilized, or restrained, it can immediately use a reaction to attempt to Escape.
Jeeves then strides away from the front lines. When he doesn't hear Wolstine providing her normal inspiration, he strums his lyre and sings:
"The smoke and the fumes. How they reek!
This battle looks dire and bleak.
.....Don't get sentimental.
.....It's ONE elemental.
I'll practice my counting next week."
Performance - Lingering Composition, DC 23: 1d20 + 17 ⇒ (7) + 17 = 24
Success: Composition lasts 3 rounds. Cost: 1 focus point
Inspire Courage provides all allies +1 attack and +1 damage.
Actions: ◆ Liberating Command, ◆ Stride, ◆ Inspire Courage
| Irves |
Irves feels a faint loosening of the tendrils, and tries to squirm out but before he makes much headway, it tightens again.
Acrobatics: 1d20 + 12 ⇒ (2) + 12 = 14 Sigh. Use the Hero Point on the Fort Save earlier.
Wolstine Delwaris
|
Wolstine backs out of the hallway, firing her bow twice at black.
◆Stride
◆+1 Ghost Touch Striking Shortbow: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 for Piercing: 2d6 + 1 ⇒ (6, 4) + 1 = 11
◆+1 Ghost Touch Striking Shortbow: 1d20 + 12 + 1 - 5 ⇒ (19) + 12 + 1 - 5 = 27 for Piercing: 2d6 + 1 ⇒ (3, 5) + 1 = 9
| GM Watery Soup |
Aaargh, I was right the first time, so sorry, players - I misadjudicated Irves' Hero Point reroll. Irves escaped with the Hero Point reroll, Jeeves can revise his actions.
Wolstine puts two arrows into the belker.
Jeeves sings and ...
--Round 1
Wolstine (IC 1/3)
Khunbish (IC 0/3) / Irves (-11 hp, IC 0/3)
Hopper (IC 0/3) / Wolfie (IC 0/3)
--Round 2
Jeeves (2 actions, IC 0/3)
Raznik (-15 hp, IC 0/3) / Bitey (-9 hp, IC 0/3)
Belker (-52 hp, 6 persistent fire)
Red Creature
Yellow Creature
Blue Creature
Purple Creature
I'm pretty sure this is all caught up now.
Master Jeeves
|
Blinking and seeing that Irves is indeed free of the elemental's grasp, Jeeves changes tactics. He decides to stay put to sing his inspirational ditty. The little gnome bravely (or stupidly) stands in the fray and chants, "Quell that smell!" With that, he flings bits of shattered furniture at the Belker.
Telekinetic Projectile + IC vs. Black: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Bludgeoning Damage + IC: 4d6 + 4 + 1 ⇒ (6, 2, 3, 3) + 4 + 1 = 19
| GM Watery Soup |
A couch cushion flies into the belker, and it dissipates.
Red reaches for Bitey.
Tentacle: 1d20 + 12 ⇒ (8) + 12 = 20
Bludgeoning: 2d8 + 2 ⇒ (8, 5) + 2 = 15 plus Grab
Succeeding, it Grabs Bitey, and Constricts.
Bludgeoning: 1d8 + 2 ⇒ (4) + 2 = 6, DC 19 basic Fortitude
Yellow moves up and swings at Khunbish.
Tentacle: 1d20 + 12 ⇒ (19) + 12 = 31
Bludgeoning: 2d8 + 2 ⇒ (8, 3) + 2 = 13 plus Grab
It also hits, and Grabs Khunbish.
Blue will swing at Irves.
Tentacle: 1d20 + 12 ⇒ (15) + 12 = 27
Bludgeoning: 2d8 + 2 ⇒ (4, 2) + 2 = 8 plus Grab
Blue makes contacts, and wraps its tentacles around Irves and Constricts.
Bludgeoning: 1d8 + 2 ⇒ (6) + 2 = 8, DC 19 basic Fortitude save
Purple, seeing no good attacks, concentrates on solidifying the mist around Jeeves (1 action), then Khunbish (1 action), then Irves (1 action). DC 18 Reflex save vs immobilized
--Round 2
Wolstine (IC 1/3)
Khunbish (-13 hp, grabbed, Reflex vs immobilized, IC 0/3) / Irves (-19 hp, Fort vs -8 hp, grabbed, Reflex vs immobilized, IC 0/3)
Hopper (IC 0/3) / Wolfie (IC 0/3)
--Round 3
Jeeves (Reflex vs immobilized, IC 0/3)
Raznik (-15 hp, IC 0/3) / Bitey (-24 hp, Fort vs -6 hp, grabbed, IC 0/3)
Belker (-90 hp)
Red Creature
Yellow Creature
Blue Creature
Purple Creature
Master Jeeves
|
Reflex DC 18: 1d20 + 12 ⇒ (11) + 12 = 23
Jeeves manages to slither out of the mist and, like a good little bard, backs away to safety. Inspired more than he should be from his own tune, he turns back to the creatures and chants, "electrocute elementals". Electricity flies from his fingertips into the two nearest enemies.
Electric Arc + IC vs. Yellow & Blue: 4d4 + 4 + 1 ⇒ (2, 2, 3, 4) + 4 + 1 = 16
Basic Reflex: DC 25
Note to Players: Inspire Courage active thru Round 4.
Raznik
|
I think the colors in the description were different than the placement on the map? Based on the map, I think it's purple that has Bitey held. Whichever it is, Raznik is targeting that one.
Raznik yells to Bitey to flee. He focuses on the elemental holding his friend. "Let go Bitey! Stupid cloud monster!" He aims and fires at the creature, hoping to get it to release her.
Hunted Shot (IC): 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20
Damage (IC): 2d6 + 1 + 1 ⇒ (6, 1) + 1 + 1 = 9
Hunted Shot (IC): 1d20 + 14 + 1 - 5 ⇒ (14) + 14 + 1 - 5 = 24
Damage (IC): 2d6 + 1 + 1 ⇒ (3, 6) + 1 + 1 = 11
Hunter's Edge Damage on first hit: 1d8 ⇒ 5
◆ Hunt Prey on Purple
◆ Command Animal
◆ Hunted Shot vs Purple
Khunbish Nandin
|
Reflex DC18: 1d20 + 13 ⇒ (5) + 13 = 18
Khunbish-Bear just manages to squirm out of the way of the solidifying mists.
Disregarding the tentacle wrapped around him, he tears into the creature directly in front of him, figuring the fastest way to free himself is to take down the one holding him.
vs yellow: jaws: 1d20 + 15 ⇒ (17) + 15 = 32 piercing: 2d8 + 5 ⇒ (5, 6) + 5 = 16
vs yellow: claws: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29 slashing: 1d8 + 5 ⇒ (2) + 5 = 7
He then growls at Irves to do the same.
Strike, Strike, Command Companion
| Irves |
Fortitude, DC19: 1d20 + 12 ⇒ (12) + 12 = 24
Reflex, DC18: 1d20 + 14 ⇒ (4) + 14 = 18
A furious furball, Irves similarly rips into the same target as its master.
vs yellow: jaws: 1d20 + 12 ⇒ (16) + 12 = 28 piercing: 2d6 + 3 ⇒ (6, 1) + 3 = 10
vs yellow: claws: 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23 slashing: 2d4 + 3 ⇒ (2, 4) + 3 = 9
Wolstine Delwaris
|
Wolstine continues firing from the safety of the room, shooting at whichever enemy is closest to her.
Keep them bottled up in the hallway if you can.
+1 Ghost Touch Striking Shortbow: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23 Ghost touch piercing: 2d6 + 1 ⇒ (1, 1) + 1 = 3
+1 Ghost Touch Striking Shortbow: 1d20 + 12 + 1 - 5 ⇒ (12) + 12 + 1 - 5 = 20 Ghost touch piercing: 2d6 + 1 ⇒ (2, 5) + 1 = 8
+1 Ghost Touch Striking Shortbow: 1d20 + 12 + 1 - 10 ⇒ (8) + 12 + 1 - 10 = 11 Ghost touch piercing: 2d6 + 1 ⇒ (5, 3) + 1 = 9
| GM Watery Soup |
Jeeves ducks out and sends electricity back at the elementals.
Yellow Reflex: 1d20 + 10 ⇒ (7) + 10 = 17
Blue Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Both are shocked by this turn of events. Jeeves, the IC will last to give everyone 3 turns - due to the nature of PbP, the order doesn't go exactly by rounds. Wolstine, for instance, has used one "more" round than most because she went after you in the round you first cast IC.
Raznik puts two arrows into Purple. Bitey escapes and flies back to Raznik.
Bear-Khunbish crushes Yellow with his jaws. including -2 for grappled, crit, Yellow down, Khunbish has 2 actions, or Khunbish has 1 and Irves has 2. If Khunbish makes a second attack, he can keep the same roll.
Wolstine attacks Purple, striking twice. Including a -2 for cover
--Round 2
Wolstine (IC 2/3)
Khunbish (-13 hp, 2 actions, grabbed IC 0/3) / Irves (-23 hp, grabbed, IC 0/3)
Hopper (IC 0/3) / Wolfie (IC 0/3)
--Round 3
Jeeves (Reflex vs immobilized, IC 0/3)
Raznik (-15 hp, IC 1/3) / Bitey (-27 hp, IC 1/3)
Belker (-90 hp)
Red Creature
Yellow Creature (-48 hp)
Blue Creature (-16 hp)
Purple Creature (-31 hp)
The Mad Hoppper
|
Hopper takes a step forwards and throws an alchemist fire
Attack@blue, ic: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Damage, fire, ic, burn it!: 2d8 + 1 + 1 ⇒ (8, 3) + 1 + 1 = 13 +3 persistent fire damage on hit, +2 splash damage to blue, purple and red
Then Goblin points one of the creatures and whistles to Wolfie.
Move, throw bomb, command animal
| Hopper's Wolf |
Wolfie lowers his ears and shows his teeth. Growling the wolf runs past Irvis and bites the purple creature
Attack@purple, ic: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Damage, piercing: 2d8 + 3 + 1 ⇒ (4, 4) + 3 + 1 = 12
Move and attack purple
Khunbish Nandin
|
After tearing one apart, Khunbish-Bear steps forward and swipes at the same creature that the wolf is attacking.
Step, Strike (using his 2nd roll, vs AC29, 7 slashing)
Irves only has 1 action, which he'll forfeit since space for him to move into.
| GM Watery Soup |
Hopper throws an alchemist's fire, which fills the doorway with fire. Wolfie bites at Purple, ripping several tentacles off. The creature collapses. Purple down!
Khunbish steps in as the fire clears, and Strikes at Blue, cutting it in half. Blue down! If Irves wants to move into the room, we can retcon that.
Red is undeterred by his friends' demises. It lashes out at Khunbish.
Tentacle: 1d20 + 12 ⇒ (15) + 12 = 27
Bludgeoning: 2d8 + 2 ⇒ (2, 2) + 2 = 6 plus Grab
Making contact, it grabs, and crushes Khunbish.
Constrict: 1d8 + 2 ⇒ (6) + 2 = 8, DC 19 basic Fortitude
--Round 3
Wolstine (IC 2/3)
Khunbish (-19 hp, grabbed, Fort vs -8 hp, IC 1/3) / Irves (-23 hp, IC 1/3)
Hopper (IC 1/3) / Wolfie (IC 1/3)
--Round 4
Jeeves (Reflex vs immobilized, IC 1/3)
Raznik (-15 hp, IC 1/3) / Bitey (-27 hp, IC 1/3)
Belker (-90 hp)
Red Creature (-2 hp)
Yellow Creature (-48 hp)
Blue Creature (-45 hp)
Purple Creature (-45 hp)
Raznik
|
Raznik cheers as he sees the misty monsters evaporate into nothing. "Bitey, stay here!" The little goblin dashes forward, eager to get his sights on the last of them. He spots it, then aims and fires two quick shots.
Hunted Shot (IC): 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Damage (IC): 2d6 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6
Hunted Shot (IC): 1d20 + 14 + 1 - 5 ⇒ (9) + 14 + 1 - 5 = 19
Damage (IC): 2d6 + 1 + 1 ⇒ (4, 1) + 1 + 1 = 7
Hunter's Edge Damage on first hit: 1d8 ⇒ 8
◆ Move
◆ Hunt Prey
◆ Hunted Shot