| Aeric Hiderous |
Aeric puts his head on a swivel, sniffing and listening to see where they went. He dips his hand into his medicine gear and slaps a few herbs on the stab and then raises his buckler.
Seek in the 15ft burst off me. +10 Perception. Would like to free action call if I find any.
Medicine: 1d20 + 10 ⇒ (20) + 10 = 30 I will take that +4!
AC 20 with buckler, no shield block available
Fort: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
| GM TK-421 |
You can call out "Hey there is a bad guy." As a free action. To indicate where the bad guy is so your allies know what space they are in is an action in combat.
| Towerr Shield |
Reaction: Retributive Strike
Rocky receives +4 dmg resistance to first instance of damage. Retributive Strike attack for +7 to hit on let's say Green.
-----
●Seek 15ft burst with +5 perception
●Everstand Stance
●Raise Shield for 21 AC, Shield Block active.
| GM TK-421 |
Rocky is bolstered against some damage in the dark. Towerr swings at where he thinks the attack came from but doesn't make contact with anything.
| Roscoe Talbot |
Hoping the 2 enemies did not move, Roscoe will cast Rejuvenating Flames at his allies and hopefully enemies, then he will Stride back a bit.
◆◆Rejuvenating Flames
Fire Damage: 1d4 ⇒ 1
Healing: 1d4 ⇒ 3
Basic Reflex DC 17
Allies that are healed get +1 to Fort saves for 1 minute.
◆Stride
Everyone is now Immune to my Guidance for an hour.
| Rocky_ |
Rocky will attack at the last space that green was at with a flurry of blows.
Flat Check: 1d20 ⇒ 4
◆Flurry of Blows 1: 1d20 + 9 ⇒ (3) + 9 = 12
FoB damage 1: 1d6 + 4 ⇒ (6) + 4 = 10
Flat Check: 1d20 ⇒ 6
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
FoB damage 2: 1d6 + 4 ⇒ (3) + 4 = 7
Then will attack the last square Red was at with an attack
Flat Check: 1d20 ⇒ 20
◆Unarmed strike: 1d20 + 9 - 8 ⇒ (9) + 9 - 8 = 10
Unarmed Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Then will move in the direction that Roscoe was last at.
◆Stride
| GM TK-421 |
Roscoe uses the power of his bloodline to simultaneously heal his allies and hopefully hurt his enemies. Rocky feels the positive energy and there is a wince of pain from the dark.
Rocky swings wildly in the dark but doesn't connect with anything then moves back from wence she came.
Rocky Fort save: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Rocky fights off the effects of the poison.
Aeric also successfully reduced his poison to stage 1 on his turn, but takes damage and remains Enfeebled 1.
Aeric Poison: 1d6 ⇒ 5
*** Round 2***
Bold may actRed (-15hp?)
Green (-12hp?)
Roscoe
Mason
Towerr
Rocky (-16hp, +1 to Fort saves for 1 min)
Aeric (-11hp, Poisoned Stage 1, Enfeebled 1)
| Agent Ken Mason |
◆ Draw main gauche
◆ Parry (+1 ac)
◆ Stride 2 spaces south.
| GM TK-421 |
Mason draws a weapon and takes a defensive posture. He moves to the south finding himself just as blind as he was before.
The agents hear the scuffle of foot steps as they each move about in the dark. Aeric hears a swoosh of fabric and the scrabble of dust on the floor as someone moves past him.
Dagger vs Mason: 1d20 + 10 ⇒ (11) + 10 = 21 Hit
Piercing: 1d4 + 1d6 ⇒ (3) + (5) = 8
Dagger vs Mason: 1d20 + 6 ⇒ (6) + 6 = 12 Miss
Piercing: 1d4 + 1d6 ⇒ (2) + (4) = 6
Dagger vs Aeric: 1d20 + 10 ⇒ (20) + 10 = 30 Crit
Piercing: 1d4 + 1d6 ⇒ (3) + (4) = 7
Towerr hears Aerics wince of pain and Somehow understands that to be in range while Mason was not... instinctively reacts with his Retributive Strike. Aeric is bolstered against some damage but Towerr fails to connect to the one who inflicted it.
Dagger vs Aeric: 1d20 + 6 ⇒ (7) + 6 = 13 Miss
Piercing: 1d4 + 1d6 ⇒ (3) + (1) = 4
*** Round 3***
Bold may actRed (-15hp?)
Green (-12hp?)
Roscoe
Mason (-8hp)
Towerr
Rocky (-21hp, +1 to Fort saves for 9 rounds)
Aeric (-21hp, Poisoned Stage 1, Enfeebled 1)
| Roscoe Talbot |
we do not want to fight. Why are you attacking us? Is there a way we can just talk this out.
Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
| GM TK-421 |
Taking a little liberty with combat action economy since I get the impression most or all of you want to see what the results of Roscoe's Diplomacy check is. Making a request in combat is an action, so Roscoe still has 2 actions left on his turn. The assailants are using a free action to respond.
Some words are exchanged in a language the agents don't understand.
"You're with the rats! They trapped us down here and you all want to steal what's ours off our corpses!" in common.
| Roscoe Talbot |
No we are not with the ratfolk. They told us some people were in here and they left so we came in as fast as we could wanting to help.
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
| GM TK-421 |
"We are fighting for our lives and you come down here and blind us with your bright light! We want to leave and you're in the way! Move out into the open and clear the stairs! Then don't follow us or you'll get more of the same!" in common, threateningly.
| Roscoe Talbot |
OK that's fine by me. Can you get rid of this darkness so we can see where we are going and we will move out of the way.
| Towerr Shield |
I'll just continue my defensive raised shield stance, maintaining my mindless construct facade and move once the darkness clears. So I guess Readied action to move to the side to clear a way once the darkness clears.
| GM TK-421 |
"No... the darkness stays until we are gone. You can navigate well enough. We have seen it." in common.
| Roscoe Talbot |
That's fine then, we will step to the side and then you can go on your way since the door is open now.
Roscoe will step to the side and suggest Rocky and Towerr to do the same.
| Aeric Hiderous |
Since Aeric has ongoing damage, will continue on with that.
Aeric grabs more supplies from his pack to try and draw the poison from his wound. Grimacing, he pulls an elixir from his pack an quickly chugs it.
Medicine: 1d20 + 10 ⇒ (18) + 10 = 28 . +2/4 circumstance bonus
Will use the +1 status bonus from the Guidance on the poison save
1d6 ⇒ 6. +1 item bonus on poison save
Not feeling good, but unless stabbed again, should be fine.
Fort for poison: 1d20 + 5 + 2 + 1 + 1 ⇒ (15) + 5 + 2 + 1 + 1 = 24 . Might get another +2 if I crit success on the Medicine check
| GM TK-421 |
Its helpful to me to know if you all intend to honor the deal struck by Roscoe or not so I know how to resolve this encounter... and any others in the future. I'm sure you want to wait and see how it shakes out but technically we're in combat and it's your turns. So I need you to release your turns so they can act if you aren't going to do anything.
Aeric saves againstnthe poison and stops actively dying. Now he's just passively dying like everyone else.
| Agent Ken Mason |
Mason will parry again and ready an action to stride south if struck again.
still not attacking or making aggressive moves. Just defending myself
| Towerr Shield |
Towerr will step to the side.
Also raise Shield and go defense mode. 23 AC, 7 Hardness, Shield block active.
| GM TK-421 |
Towerr, then Rocky, and finally Roscoe feel the two assailants slip past them in the darkness. The agents can hear the sound of the iron door shutting. A few seconds after that the darkness dissipates and the space is once again illuminated by Towerr's everburning torch.
*** out of combat***
Bold may actRoscoe
Mason (-8hp)
Towerr
Rocky (-21hp, +1 to Fort saves for 8 Rounds)
Aeric (-21hp)
| Roscoe Talbot |
After they leave Roscoe will move into the room, Ok this is going to take some time to heal so I can start on Rocky and then Aeric your next. Roscoe will try to Treat wounds to Rocky and regain his focus point in the process. Then after will use Rejuvenating Flames on the group.
Treat Wounds DC15 on Rocky: 1d20 + 9 ⇒ (17) + 9 = 26
Healz: 4d8 ⇒ (1, 7, 6, 3) = 17
Rejuvenating Flames
Healing: 1d4 ⇒ 1
Then Roscoe will try to treat wounds on Aeric while he regains focus then will use Rejuvenating Flames on the group
Treat Wounds DC15 on Aeric: 1d20 + 9 ⇒ (14) + 9 = 23
Healz: 2d8 ⇒ (2, 3) = 5
Rejuvenating Flames
Healing: 1d4 ⇒ 3
| Roscoe Talbot |
Rocky and Towerr can use their Lay on Hands when I am treating wounds and then we can all be fully healed and have all our focus points.
Roscoe will then look in the door he is in front of. Then if there is nothing there suggest to move on to the south.
| GM TK-421 |
Roscoe finds nothing interesting or noteworthy in the rooms to the east.
The agents continue south.
The ceiling in this part of the cavern soars up almost twenty feet. Tunnels exit to the north and east. To the southwest, near the ruins of a sunken building, a third passage was clearly once walled shut with white bricks, but the bricks have been removed from the middle to create a narrow pathway. A small bundle of dark rags lies in the center of the floor near the mangled corpse of what looks like a fiendish severed head with bat wings. Orange
| Roscoe Talbot |
While I was healing Aeric and Rocky it would of taken at least 20 minutes so Rocky and Towerr could of topped off the healing with their Lay on Hands.
Assuming the information is relayed back to me
Be careful guys, remember what they said about flying creatures.
| Towerr Shield |
Will continue on in defense mode and comply to the healing and refocusing.
Let us hope my light will be of use this time and that maybe these flying creatures will we sensitive to the light.
| Agent Ken Mason |
"Let's just focus in on getting to where we're going."
Mason keeps brushing off dirt and debris from his nice clothes, trying his best to keep them fresh in this place.
| Aeric Hiderous |
Aeric moves up the stairway, hugging the wall. Trying to get a better look at the creature. Hoping you can get a better view and clear sight lines from the elevation.
| GM TK-421 |
Aeric: 1d20 + 7 ⇒ (5) + 7 = 12
Roscoe: 1d20 + 7 ⇒ (12) + 7 = 19
Rocky: 1d20 + 5 ⇒ (10) + 5 = 15
Mason: 1d20 + 7 ⇒ (7) + 7 = 14
Towerr: 1d20 + 5 ⇒ (5) + 5 = 10
Red: 1d20 + 10 ⇒ (14) + 10 = 24
Green: 1d20 + 10 ⇒ (11) + 10 = 21
Two creatures, resembling the one seen on the floor, drop out of the stalactites above the agents and attack.
Red swoops towards down and shrieks.
Roscoe: 1d20 + 4 ⇒ (8) + 4 = 12
Rocky: 1d20 + 7 ⇒ (4) + 7 = 11
Mason: 1d20 + 4 ⇒ (17) + 4 = 21
Aeric: 1d20 + 5 ⇒ (19) + 5 = 24
Towerr: 1d20 + 8 ⇒ (6) + 8 = 14
Mason and Aeric maintain their composure. Everyone else is paralyzed with fright for 3 rounds
Will pause here for any Fort re-rolls. Sound off if yay or nay please.
*** Round 1***
Bold may actRed
Green
Roscoe (paralyzed 3 rounds)
Mason
Towerr (paralyzed 3 rounds)
Rocky (paralyzed 3 rounds)
Aeric
| GM TK-421 |
Roscoe summons up a bit of extra courage and manages to maintain his composure.
Green swoops down and plants a kiss on the paralyzed Towerr, then Rocky.
Towerr Fort: 1d20 + 8 ⇒ (5) + 8 = 13
Rocky Fort: 1d20 + 7 ⇒ (18) + 7 = 25
*** Round 1***
Bold may actRed
Green
Roscoe
Mason
Towerr (paralyzed 3 rounds)
Rocky (paralyzed 3 rounds)
Aeric
| Agent Ken Mason |
Mason pulls his pistol and tries to assess the monsters, before firing.
◆ Interact (draw pistol)
◆ Devise a Stratagem on Red: 1d20 ⇒ 6
◇ Known Weakness (Recall Knowledge, Arcana +8T)
Not confident in his plan of action, Mason readjusts his target to Green.
◆ Strike vs Green: 1d20 + 6 ⇒ (18) + 6 = 24
Piercing/Concussive: 1d6 ⇒ 4
Crit: 1d10 ⇒ 2
Fatal: 1d10 ⇒ 8
| Aeric Hiderous |
Oh boy. Aeric tries his best to tumble through Green and strike out at the underside. But instead, he picks himself off the ground and raises his shield.
Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8 If Tumble Behind meets Ref DC, target is FF to me
AC 20 with buckler, no shield block available
| Roscoe Talbot |
Roscoe will cast a spell at both of Red and Green then move over by Aeric.
◆◆Electric Arc
Electric Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Basic Reflex DC 17
◆Stride
| GM TK-421 |
Mason doesn't recall any info on the strange bat like creatures but that doesn't stop him from shooting Green.
Aeric has a tough time but maintains his dignity at least.
Both creatures are nimble and are able to dodge about half the damage from Roscoe's spell.
Red flaps over to the source of the loud concussive damage to its friend and lashes out with its fangs at Mason.
Kiss [one-action] The vargouille kisses an adjacent creature that’s asleep, paralyzed, or unconscious, exposing it to the vargouille transformation disease.
Vargouille Transformation (disease) Exposing the victim to sunlight or any light spell of 3rd level or higher pauses the progression of the disease until the victim is no longer in light. Saving Throw DC 18 Fortitude; Stage 1 carrier with no effect (1d6 hours); Stage 2 victim’s hair falls out (1d6 hours); Stage 3 victim’s ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs (1 day); Stage 4 victim’s mind regresses to a vicious and unintelligent shell of its former self (1d6 hours); Stage 5 victim’s head breaks free of the body (which dies) and becomes a new vargouille
Vargouille Venom (poison) Saving Throw DC 18 Fortitude; Stage 1 Damage the victim has taken from vargouille fangs can’t be healed magically. Once all vargouille fang damage has been healed nonmagically, the poison ends.
Fang: 1d20 + 10 ⇒ (4) + 10 = 14 Miss
Piercing: 1d8 + 3 ⇒ (3) + 3 = 6
Fang: 1d20 + 6 ⇒ (2) + 6 = 8 Miss
Piercing: 1d8 + 3 ⇒ (7) + 3 = 10
Green takes off after Roscoe and does the same.
Fang: 1d20 + 10 ⇒ (5) + 10 = 15 Miss
Piercing: 1d8 + 3 ⇒ (2) + 3 = 5
Fang: 1d20 + 6 ⇒ (8) + 6 = 14 Miss
Piercing: 1d8 + 3 ⇒ (7) + 3 = 10
*** Round 2***
Bold may actRed (-2hp?)
Green (-6hp?)
Roscoe
Mason
Towerr (paralyzed 2 rounds)
Rocky (paralyzed 2 rounds)
Aeric
| Aeric Hiderous |
Aeric takes his time and steps over to flank Green. Then he tries to stab a few times.
AnimalHorn1: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Magic Piercing Dagger: 1d4 + 1 ⇒ (1) + 1 = 2
Sneak Attack: 1d6 ⇒ 6
AnimalHorn2: 1d20 + 7 + 1 - 4 ⇒ (4) + 7 + 1 - 4 = 8
Magic Piercing Dagger: 1d4 + 1 ⇒ (1) + 1 = 2
Sneak Attack: 1d6 ⇒ 3
AC 19, no shield block available
| Roscoe Talbot |
Roscoe will think about what these creatures are and then attack Green in Flank.
◆Recall Knowledge +7 Religion
◆◆Gouging Claw
Spell Attack vs Flank: 1d20 + 8 ⇒ (8) + 8 = 16
Slashing Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Persistent Bleed on a Crit: 1d4 ⇒ 1
| GM TK-421 |
Aeric lands a solid blow.
Roscoe isn't sure what the creatures are. He still lands a claw attack due to the creatures distraction.
*** Round 2***
Bold may actRed (-2hp?)
Green (-20hp?)
Roscoe
Mason
Towerr (paralyzed 2 rounds)
Rocky (paralyzed 2 rounds)
Aeric
| Agent Ken Mason |
Focusing fire at green, Mason shifts uncomfortably with the flapping creature nearby.
◆ Interact (reload)
◆ Devise a Stratagem: 1d20 ⇒ 17
◆ Strategic Strike, total attack result of 25
Piercing w/Precision: 1d6 + 1d6 ⇒ (4) + (5) = 9
Crit?: 1d10 ⇒ 7
Fatal: 1d10 ⇒ 4
| GM TK-421 |
Mason lands a solid hit on Green despite Red being all up in his business.
Red, not to be ignored, attacks Mason.
Fang: 1d20 + 10 ⇒ (14) + 10 = 24 Hit
Piercing: 1d8 + 3 ⇒ (7) + 3 = 10
Fang: 1d20 + 6 ⇒ (18) + 6 = 24 Hit
Piercing: 1d8 + 3 ⇒ (7) + 3 = 10
Fang: 1d20 + 2 ⇒ (9) + 2 = 11
Piercing: 1d8 + 3 ⇒ (6) + 3 = 9
Mason Fort save: 1d20 + 4 ⇒ (2) + 4 = 6
Mason Fort save: 1d20 + 4 ⇒ (7) + 4 = 11
Bad news: Two fails. Good news: Nothing worse for more than 1 failure.
Green presses the attack on Roscoe.
Fang: 1d20 + 10 ⇒ (4) + 10 = 14 Miss
Piercing: 1d8 + 3 ⇒ (6) + 3 = 9
Fang: 1d20 + 6 ⇒ (1) + 6 = 7 Miss
Piercing: 1d8 + 3 ⇒ (8) + 3 = 11
Fang: 1d20 + 2 ⇒ (6) + 2 = 8 Miss
Piercing: 1d8 + 3 ⇒ (2) + 3 = 5
*** Round 3***
Bold may actRed (-2hp?)
Green (-29hp?)
Roscoe
Mason (-20hp)
Towerr (paralyzed 1 round)
Rocky (paralyzed 1 round)
Aeric[/b]
| Roscoe Talbot |
Roscoe will look and use Rejuvenating Flames to hit Green and Mason then move closer, then give Mason Guidance. Mason come over here, I will heal you.
◆◆Rejuvenating Flames
Fire Damage: 1d4 ⇒ 1
Healing: 1d4 ⇒ 3
Basic Reflex DC 17
Allies that are healed get +1 to Fort saves for 1 minute.
◆Guidance
| Aeric Hiderous |
Aeric grows more concerned as the rest of the group is still not moving. He starts slashing wildly.
AnimalHorn1: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Magic Piercing Dagger: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Attack: 1d6 ⇒ 4
AnimalHorn2: 1d20 + 7 + 1 - 4 ⇒ (14) + 7 + 1 - 4 = 18
Magic Piercing Dagger: 1d4 + 1 ⇒ (1) + 1 = 2
Sneak Attack: 1d6 ⇒ 1
AnimalHorn3: 1d20 + 7 + 1 - 8 ⇒ (14) + 7 + 1 - 8 = 14
Magic Piercing Dagger: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Attack: 1d6 ⇒ 3
AC 19, no shield block available
| GM TK-421 |
Even minimum damage from Roscoe's flames is enough to bring down Green. The flames seem to have no effect on Mason's injuries however.
Aeric you're welcome to make a stride actions to move closer to Red if you wish. I think it will take you at least 2 to go out to the steps on the right. Or to climb up on the west side of Red. Or if you come up with some other method. Either way you can keep your first attack roll as long as you spend the other actions to move.
| Agent Ken Mason |
Mason reload and moves away a bit, leaving room for someone else to step in, then tries to yell at that flapping creature.
◆ Interact (reload)
◆ Stride
◆ Demoralize? Intimidate vs Will DC: 1d20 + 8 ⇒ (15) + 8 = 23
| Aeric Hiderous |
Posting here so not just on chat. Aeric would have taken the longer route and spent two actions to get in flank with Mason.
| GM TK-421 |
Aeric moves to a more advantageous spot and stabs the bat-thing.
Mason reloads his pistol, backs up, and shows the bat-thing his war face. It appears off put by the naked display of aggression.
Sombody moved Rocky back by the area of the last encounter and didn't return her token to its proper place. Please be more diligent in the future please.
Red turns its attention to the new assailant.
Fang: 1d20 + 10 ⇒ (8) + 10 = 18 Miss
Piercing: 1d8 + 3 ⇒ (3) + 3 = 6
Fang: 1d20 + 6 ⇒ (9) + 6 = 15 Miss
Piercing: 1d8 + 3 ⇒ (2) + 3 = 5
Fang: 1d20 + 2 ⇒ (11) + 2 = 13 Miss
Piercing: 1d8 + 3 ⇒ (1) + 3 = 4
*** Round 4***
Bold may actRed (-12hp?)
Green (-30hp?)
Roscoe
Mason (-20hp)
Towerr
Rocky
Aeric
| Roscoe Talbot |
Roscoe is going to use Ray of Frost on Red then try to heal up Mason.
◆◆Ray of Frost
Spell Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Cold Damage: 1d4 + 4 ⇒ (4) + 4 = 8
◆Battle Medicine
Battle Medicine DC15: 1d20 + 9 ⇒ (6) + 9 = 15
Healz: 2d8 ⇒ (7, 7) = 14
| Rocky_ |
Rocky will stride forward then flurry and attack the enemy
◆Flurry of Blows 1: 1d20 + 9 ⇒ (11) + 9 = 20
FoB damage 1: 1d6 + 4 ⇒ (5) + 4 = 9
Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
FoB damage 2: 1d6 + 4 ⇒ (1) + 4 = 5
◆ unarmed strike: 1d20 + 9 - 8 ⇒ (4) + 9 - 8 = 5
FoB damage 1: 1d6 + 4 ⇒ (1) + 4 = 5