| GM TK-421 |
Again, Aeric feels like his flames struck true but the damage is not as much as he expected.
Rocky remains motionless inside the near transparent cube floating above the pile of armor as she is digested.
Acid: 2d8 ⇒ (1, 5) = 6
The monster slides to the south and then the east in an attempt to engulf the champion and sorcerer again.
Towerr Relfex: 1d20 + 6 ⇒ (19) + 6 = 25 Pass
Roscoe Reflex: 1d20 + 6 ⇒ (18) + 6 = 24 Pass
I just placed your tokens where I assumed you would want to be. I'll let the two of you decide who is in the corner and who is on the stairs.
The agents managed to stay one step ahead of the creature.
It then tries to reach out and touch Towerr.
Face: 1d20 + 11 ⇒ (14) + 11 = 25 Hit
Acid: 1d6 ⇒ 3
Towerr Fort: 1d20 + 8 ⇒ (5) + 8 = 13 Fail
*** Round 1-2 ***
Bold may actCube (-63 hp?)
Mason (-3 hp)
Roscoe
Towerr (-3 hp, Paralyzed, DC 20 Fort save on your turnto act.)
Round Break
Aeric
Rocky (-15 hp, grabbed, slowed 1, Paralyzed ( DC 20 Fort Save on your turn to act, 5 rounds of air))
| Roscoe Talbot |
Roscoe will yell to his colleagues, I am getting a bit cornered here we need to take this out quick Roscoe will cast Ray of Frost at the creature and then back up.
◆◆Ray of Frost
Spell Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Cold Damage: 1d4 + 4 ⇒ (3) + 4 = 7
◆Stride
| Agent Ken Mason |
◆ Devise a Stratagem: 1d20 ⇒ 5
◇ Recall Knowledge again yeah, i know there's probably a penalty, but i get it free when i devise, so may as well give it a second shot. Occultism +8
◆ Strategic Strike, total result of 13
Piercing w/Precision: 1d6 + 1d6 ⇒ (6) + (4) = 10
◆ Interact (reload)
Mason tries again to figure out the creature before popping a shot off at it.
| Towerr Shield |
Towerr will use Retributive Strike on the cube, also giving Rocky +4 to damage resistance, negating some of that damage. Towerr will then Strike the cube with his pick.
Retributive Strike w/ Pick: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 3 ⇒ (6) + 3 = 9
Will use hero point to reroll Fort Save
Towerr Fort save: 1d20 + 8 ⇒ (10) + 8 = 18
| Towerr Shield |
Fort save: 1d20 + 8 ⇒ (12) + 8 = 20
| Towerr Shield |
Towerr will draw his Pick and Strike the Cube.
Strike, P: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 3 ⇒ (4) + 3 = 7
Crit damage: 1d10 + 3 ⇒ (6) + 3 = 9
Crit Damage Final Result: 1d10 + 18 ⇒ (10) + 18 = 28
So if I added that up right, it's 1d10 +3 doubled and then add another 1d10 for 28 P damage
Towerr will then raise his shield.
| GM TK-421 |
Mason is still too shaken to recognize the monster.
Just in case some of you are waiting on an ID check to take your turn.
| Aeric Hiderous |
Seeing that the flame does not do as much as he wanted, Aeric moves around so he can just barely see the creature. He sends a jolt of electricity at the creature.
Electric Arc DC 18: 1d4 + 4 ⇒ (1) + 4 = 5
AC 19, no shield block available
Would like to go in tunnel if I get a choice of movement.
| Rocky_ |
Rocky will attempt to escape the clutches of the gelatinous being then if successful will stride away to attempt to recover
Escape action: 1d20 + 9 ⇒ (16) + 9 = 25
| GM TK-421 |
Roscoe takes careful aim and fires off a ray of frost which hits the creature and should freeze it deeply, but is not as effective as he has expected.
Mason studies the creature and pops a shot off but it goes wide of his target.
Towerr call down some divine intervention which saves Rocky from some of the acid.
The automaton then draws his pick and swings mightily, but doesn't seem to do as much damage as he expected.
In the future please just roll your damage die and bonus, then the additional die without bonuses, and let me do the math after the fact.
Aeric zaps the creature with electricity, but the creature seems completely unphased by it.
Rocky breaks free from the paralysis and escapes the inside of the cube, then strides away.
The cube takes a swipe at Towerr before chasing after it's meal that is getting away.
Face vs. Towerr: 1d20 + 11 ⇒ (1) + 11 = 12 Miss
Aeric Reflex: 1d20 + 9 ⇒ (11) + 9 = 20 Pass
Rocky Reflex: 1d20 + 9 ⇒ (3) + 9 = 12 Fail
Rocky Fort: 1d20 + 7 ⇒ (17) + 7 = 24 Pass
Acid: 2d8 ⇒ (8, 5) = 13
*** Round 3-4 ***
Bold may actCube (-105 hp?)
Mason (-3 hp)
Roscoe
Towerr (-3 hp)
Round Break
Aeric
Rocky (-24 hp, grabbed, slowed 1, 7 rounds of air)
| Agent Ken Mason |
◆ Devise a Stratagem: 1d20 ⇒ 3
◇ Devise, Hero Point: 1d20 ⇒ 16
◆ Strategic Strike, total attack result of 24
Piercing: 1d6 ⇒ 3
Precision: 1d6 ⇒ 1
Crit?: 1d10 ⇒ 9
Fatal: 1d10 ⇒ 4
ok, lots of if/then situations. Figure if 25 was a crit and 13 a miss, maybe I got lucky and found the sweet spot :)
Normal hit =3 piercing
Normal w/precision =4P
Crit = 22P
Crit w/precision = 24P
◆ Interact (reload)
Keeping his aim steady, Mason fires again at the large creature.
| Towerr Shield |
Reaction to Rocky taking damage, Retributive Stike to give +4 dmg resistance. Retributive Strike w/Pick: 1d20 + 7 ⇒ (7) + 7 = 14
Retributive Strike damage: 1d6 + 3 ⇒ (6) + 3 = 9
----------
Towerr will drop his Pick as free action.
Tower will then take up an Everstand Stance taking his shield in both hands, then striking the Cube with the boss of his shield. Everstand strike w/ shield boss, B: 1d20 + 7 ⇒ (10) + 7 = 17 Shield Boss damage, B: 1d8 + 3 ⇒ (8) + 3 = 11
Tower will then raise his shield. Shield block active, Hardness 7. 21 AC.
| Aeric Hiderous |
Forget electric! Did nothing! Aeric sends another blast of flame into the mass before scooting around the corner.
Produce Flame: 1d20 + 8 ⇒ (9) + 8 = 17
Flame Damage: 1d4 + 4 ⇒ (3) + 4 = 7
AC 19, no shield block available
| Agent Ken Mason |
as a side note, the dueling pistol has the Concussive trait. i meant to include that in my post earlier. basically, it deals Piercing damage by default, but the damage takes the LOWER of resistances between piercing or bludgeoning when reducing damage. dunno if that it even applies here, but wanted to bring it up just in case :)
| GM TK-421 |
Mason devises a method of attack. He is sure his shot will do massive damage, but the reality falls short and does much less.
Unfortunately when Rocky took the damage both the monster and Rocky were out of range of your reaction Towerr. You need to look at the map before you post. You are nowhere near the creature without taking a stride action to get there.. ill allow you to redo your actions after you take that in to account.. And yes please do your crit damage in that manner. Thats much easier to read for me, thank you.
Rocky escapes and makes a run for it.
I got you out of the monster. Take your single stride action in whichever direction you wish.
Aeric blasts with more fire. This time his expectations and the amount of damage done seem to match up for some reason.
*** Round 3-4 ***
Bold may actCube (-129 hp?)
Mason (-3 hp)
Roscoe
Towerr (-3 hp)
Round Break
Aeric
Rocky (-24 hp, 1 action remaining)
| Roscoe Talbot |
Roscoe will stride and the cast Ray of Frost at the cube thing.
◆Stride
◆◆Ray of Frost
Spell Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Cold Damage: 1d4 + 4 ⇒ (1) + 4 = 5
| Rocky_ |
Rocky will attempt to Flurry thr blob in a last ditch effort seeing as running didn't work last time
◆Flurry of Blows 1: 1d20 + 9 ⇒ (11) + 9 = 20
FoB damage 1: 1d6 + 4 ⇒ (1) + 4 = 5
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
FoB damage 2: 1d6 + 4 ⇒ (6) + 4 = 10
| GM TK-421 |
Between Roacoe and Rocky the gelatinous cube finally looses its cohesion and sags to the ground in a puddle of good.
*** Round 3-4 ***
Out of CombatMason (-3 hp)
Roscoe
Towerr (-3 hp)
Round Break
Aeric
Rocky (-24 hp)
| Towerr Shield |
Towerr's eye shields slide back into his head and his eyes go back to their passive yellow color. He will then pick up and stow his Pick as well as his Shield then make his way over to Rocky.
Towerr calls out, "Is everyone okay!? Sorry about that! It's apparent to me now that not all good deeds go unpunished." Towerr gives a small chuckle.
Once he finds his way to Rocky, he offers his hand in aid, hoping to remove some of the pain suffered from the encounter.
In a much more calm lowered tone than before,"I apologize Rocky. It was not my intention to put everyone in harms way through my actions and I fear you suffered the brunt of the encounter. Let me offer what aid I can and atone for my misjudged actions."
Towerr reaches out with his hands, calling out to his deity in soft prayer.
Lay on Hands for 6 HP to Rocky
| Roscoe Talbot |
Rocky let's see if I can take can of some of those wounds.
Treat Wounds DC15: 1d20 + 9 ⇒ (13) + 9 = 22
Healz: 2d8 ⇒ (7, 3) = 10
| Agent Ken Mason |
Mason rubs a cloth on the surface of his pistol, making sure it keeps it's shine as long as possible.
"Well, that was very exciting. Shall we take a look at those items then?"
| GM TK-421 |
Mason picks through the goo and pulls out a set of full plate armor, a tower shield, and a mace (+1 as previously identified) all emblazoned with the symbol of Asmodeus.
| Aeric Hiderous |
As Roscoe finishes up, Aeric continues moving onto other areas. "Let me check that area right there. Nope, that is a little deeper than I expected"
Medicine: 1d20 + 10 ⇒ (3) + 10 = 13 Continual Recovery means no more waiting an hour before another Medicine check.
Basic Healing: 2d8 ⇒ (5, 1) = 6 Never mind, but it gave something to try while others refocused. 20 minutes since end of fight.
| Roscoe Talbot |
The mace is the one with the rune on it that I detected but it has that damned symbol on it. I don't know why so many people emblazon their weapons with Holy Symbols.
| Rocky_ |
Wiping herself off and/ catching her breath
yeah f#+% that keys never do that again huh
Rocky will then thump her hand against her chest causing a wave of positive energy in the form of fire to radiate her for a moment then disipate. Healing her 6hp (lay on hands)
| Agent Ken Mason |
"Not a fan of... this one?
Mason gestures at the symbol of Asmodeus.
"Or just in general? Most of the time they're too busy for us down here, but sometimes, they're listening. Daikitsu is like that. Though that might just be me being biased on account of who she is and what I am. But, my people can be a bit... playful at times. Legends tell that we get that from our lady."
| Roscoe Talbot |
Just deities in general, I used to be a follower Sarenrae but seen to much garbage. I then realized I don't need that in my life to help me.
| Towerr Shield |
To Roscoe "Only you may decide where you wish to place your faith, that is something neither of us can decide for you. I only hope you don't lead yourself astray if you were ever to lose faith. I am a dedicated believer and follower of my Deity Mazludeh, but if it is your choice to not follow in her footsteps or that of another, I may best serve her by serving your needs and lead you way from a darker path, we're you to falter in any way."
| Roscoe Talbot |
I used to be a follower of Sarenrae. I seen all of the hypocrisy of the church. I was tired of helping those that line pockets and not the truly needy. That's why I joined Captain Runewulf and the Graycloaks, to help anyone without caring about who they were or what they had. So as long as you don't turn out to be like the people I seen in the church then we won't have a problem.
| Rocky_ |
only diety I follow are these hands and justice. Deities cloud basic judgement
Rocky will say this as she passes by while they are having this conversation
| Agent Ken Mason |
"Eh, most keep their meddling to themselves. Not doing much for us mortals beyond giving the stamp of, 'Yup, you earn my blessing and can cast magic today'. Which is fine. I like to live my own life anyway, but I have no problem giving thanks when something nice comes my way. This however, may not be the best time for a philosophical discussion. We still need to get to this 'House of Planes'. So, lets focus up, eh?"
Mason waits for the others to return to the standard marching order, and follows behind Aeric as usual, keeping his sharp eyes out for dangers.
| Roscoe Talbot |
Yeah your right Mason, this is not the time. Sorry, I get a bit distracted sometimes when it comes to talking about that stuff. Well is everyone ready?
| GM TK-421 |
Once you're all set and marching order is good to go form yourselves up where you first encountered the cube. The next area to get to is north-northeast of there. Unless you want to climb down into the 30ft pit and look for another path.
| GM TK-421 |
Aeric: 1d20 + 10 ⇒ (11) + 10 = 21
Roscoe: 1d20 + 7 ⇒ (17) + 7 = 24
Rocky: 1d20 + 5 ⇒ (2) + 5 = 7
Mason: 1d20 + 7 ⇒ (15) + 7 = 22
Towerr: 1d20 + 5 ⇒ (7) + 5 = 12
Yellow: 1d20 + 7 ⇒ (4) + 7 = 11
Red: 1d20 + 7 ⇒ (12) + 7 = 19
Green: 1d20 + 7 ⇒ (10) + 7 = 17
A long crevasse cuts through the center of this sprawling cavern, spanned by a crude stone bridge.
At the western end of the chamber, an even cruder barricade made from wooden crates blocks an exit. Towerr sees three creatures clawing at the obstacle. They turn at his approach and hiss, clearly meaning to do harm to the agents.
To the north, a narrow tunnel burrows into the wall several feet off the ground, the earth and stone scattered around its maw suggesting recent excavation.
The ruined remains of a sunken building, its crumbling doors still somehow attached to their hinges, stand east of here, and in the southwestern corner is a similar architectural relic of old Absalom.
Religion to ID the creatures.
*** Round 1 ***
Bold may actRoscoe
Mason (-3 hp)
Aeric
Red
Green
Towerr (-3 hp)
Yellow
Rocky (-8 hp)
| Roscoe Talbot |
Roscoe will move up, try to identify the creatures and then cast Guidance on Mason
◆Stride
◆Identify Religion +7t
◆Cast Guidance on Mason
| Agent Ken Mason |
Mason moves up to get a closer look, then draws his pistol and fires at yellow.
◆ Stride
◆ Interact (draw pistol)
◆ Bang bang w/Guidance: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Piercing/Concussive: 1d6 ⇒ 4
if Crit: 1d10 ⇒ 10
bonus Fatal: 1d10 ⇒ 5
| GM TK-421 |
Chatic Evil Medium Humanoid Undead
Immunities: death effects, disease, paralyzed, poison, unconscious
If they hit they can cause paralysis. Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Roscoe moves into line of sight of the creatures and thinks hard on them and follows up with some guidance on Mason.
Mason moves and draws his pistol. With a loud crack and a flash of bright light in the dimly lit cave, the secretive Kitsune fires off a shot at one of the monsters.
The sound reverberates around the enclosed space causing some dust and dirt to shift in the ensuing silence.
*** Round 1 ***
Bold may actRoscoe
Mason
Aeric
Red
Green
Towerr
Yellow (-4 hp)
Rocky
| GM TK-421 |
Aeric waits for a more opportune time to act.
Red and green both dash forward towards the edge of the crevasse and then leap across with ease. As soon as their feet hit solid ground they begin to dig and burrow underground. The agents lose sight of them.
Placed a Red and Green downward arrow to indicate where the ghouls dug in before you lost them.
*** Round 1 ***
Bold may actRoscoe
Mason
Red
Green
Aeric (Delayed)
Towerr
Yellow (-4hp)
Rocky
| Towerr Shield |
Moved, then entering Everstand Stance, lastly raising shield for 21 AC, Block active.
"Stay watchful and keep your guard up! There's no telling where they'll strike from. Best to keep you back to a wall to limit their approach. Don't stray to far from me however, my aura reaches only so far."
| Aeric Hiderous |
Making like a bunny, Aeric hops over to the other side of Towerr and raises his buckler.
AC 20 with buckler, no shield block available
| GM TK-421 |
Aeric and Towerr take up defensive positions.
Yellow does the same as their comrades, getting dangerously close to Mason in the process. Mason smells the stink from the undead as it passes by and then below him, kicking up dirt and rocks onto the agent's shoes.
*** Round 1 ***
Bold may actRoscoe
Mason
Red
Green
Aeric
Towerr
Yellow (-4hp)
Rocky
| Agent Ken Mason |
Mason reloads and then plans out his next move. Satisfied, he reloads and moves closer to his companions.
◆ Devise a Stratagem: 1d20 ⇒ 17 aw man…
◇ Known Weakness. Recall Knowledge as part of the Devise. Religion +5t. IF a critical success, grants a +1 circumstance bonus to the next attack roll for myself and allies (if used before the start of my next turn
◆ Interact (reload)
◆ Stride
| Roscoe Talbot |
Roscoe's hands will glow red and will reach out towards Towerr and Aeric casting Guidance at them. Be careful, they are scary. Roscoe will stride a bit away from the area they were last seen.
◆Cast Guidance at Aeric
◆Cast Guidance at Towerr
◆Stride
| Rocky_ |
Rocky will enter her stance and then ready an action to Flurry of blows the enemy that enters range
◆enter stance (+1AC and attacks now do fire damage)
◆◆ready action Flurry of blows
Flurry of Blows 1: 1d20 + 9 ⇒ (4) + 9 = 13
FoB damage 1: 1d4 + 4 ⇒ (4) + 4 = 8
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
FoB damage 2: 1d4 + 4 ⇒ (1) + 4 = 5