Devaan Zeleye
|
Devann will also return to hybrid form, where he can contribute a +6 Diplomacy aid to the group (including the form bonus).
Rogarch
|
Dorrion should clearly lead the Diplomacy. As we are out of combat he can always take 10 for a nice 27 to start. The rest of us can try to aid.
Rogarch shifts to Hybrid form. She waits for Dorrion to lead the conversation and then adds in.
"Windcaller can see who we truly are. Blessed by the Silver dancer to complete a worthy mission and no threat to your pack."
Aid Diplomacy,Hybrid form, DC 10: 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Waze
|
The wizard tries to help with some good words.
Diplomacy, aid, hybrid form: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20
Dorrion
|
The cleric takes the lead here.
Yes, hear Windcaller. 'An attack on us would bring the pack great misfortune.' You don't want that. You don't deserve that neither. But your acts will determine if you will have to suffer it then, or not. I think you will be clever enough to make the good decision.
Diplomacy, Hybrid form:1d20 + 13 + 4 ⇒ (20) + 13 + 4 = 37
I hope it will be enough...
phaeton_nz
|
So you attempt to influence the pack. This means convincing members of the pack to stand with Windcaller by succeeding at a challenge listed in the table below. You must achieve two successful skill checks to secure a pack member, and you are allowed to attempt a total of four attempts per pack member. There are five other pack members to convince and persuading four should be enough.
Besides Diplomacy the following can be used.
Sharpthorn Display strength Intimidate
Rainsong Convey Ashava’s wisdom Knowledge Religion
Loyalstorm Show respect for traditions Knowledge Nature
Quietmoon Bolster confidence Perform (any)
Dreamhunter Appeal to logic Survival
((I'll let you choose whom the Diplomacy attempts above were aimed at. Dorian and Waze succeeded.))
Rogarch
|
I am going to organise this to prevent it from getting bogged down. Now I suggest we go member by member and pick the four strongest characters with the best skills in Diplomacy + bonus skill for each wolf member. So we will go round by round and try to convince every member.
To make life easier on us let us pick Quietmoon as the first convinced wolf member. I don't believe anyone has any Perform skills in the party
Round 2: Sharpthorn. Characters that are up are (please use Diplomacy): Allanen, Dorrion, Waze, Devaan.
Rogarch
|
I agree, we can always revisit a wolf if we find out latter that he needs more convincing. It is time to move on to Round 3.
Round 3: Rainsong. Characters that are up are: Dorrion, Allanen, Waze (K-Religion), Devaan (K-Religion or Perception).
Devaan Zeleye
|
Knowledge: Religion: 1d20 + 8 ⇒ (11) + 8 = 19
phaeton_nz
|
Quietmoon and Sharpthorn are convinced. One success on Rainsong.
Rogarch
|
Good job everyone. That should do it for Round 3 I think.
Round 4: Loyalstorm. Characters that are up. Beshmet (K-Nature), Dorrion (Diplomacy), Allanen (Diplomacy), Waze (Diplomacy).
Waze
|
Diplomacy, hybrid form: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28
phaeton_nz
|
Rainsong and Loyalstorm are also convinced. Just Dreamhunter left.
But since you only needed to influence four out of the five, the pack rallies around Windcaller, and Riverfang, bowing to the inevitable, retreats into the forest as an exile.
The rest of the pack now leads with Windcaller at the lead.
Now you have the lurkers to deal with.
Initiatives:
Allanen: 1d20 + 2 ⇒ (4) + 2 = 6
Beshmet: 1d20 + 6 ⇒ (9) + 6 = 15
Devann: 1d20 + 2 ⇒ (4) + 2 = 6
Dorrion: 1d20 + 2 ⇒ (1) + 2 = 3
Rogarch: 1d20 + 11 ⇒ (3) + 11 = 14
Waze: 1d20 + 3 ⇒ (14) + 3 = 17
cyan: 1d20 + 8 ⇒ (20) + 8 = 28
yellow: 1d20 + 8 ⇒ (19) + 8 = 27
So while you were dealing with the wolf pack, the two lurkers, who are currently blended with twilight, making them effectively invisible, although there flight may make them noticeable if they move.
stealth: 1d20 + 13 ⇒ (3) + 13 = 16 cyan
stealth: 1d20 + 13 ⇒ (12) + 13 = 25 yellow
They then attempt to cast blindness on the two most powerful PCs (in their opinion) Rogarch and Beshmet (fortitude saves negate)
The party is up.
Devaan Zeleye
|
Perception: 1d20 - 2 ⇒ (16) - 2 = 14
Knowledge Nature: 1d20 + 8 ⇒ (14) + 8 = 22
Concentration DC 17: 1d20 + 7 ⇒ (10) + 7 = 17
Ranged Touch: 1d20 + 3 ⇒ (6) + 3 = 9
Col Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Rogarch
|
Rogarch attempts to resist the blinding effect.
Fort save: 1d20 + 7 ⇒ (20) + 7 = 27
Good point. Can we see them now. :)
Allanen
|
[ooc[Al is waiting to see if anyone is blind. Are these creatures running from us?[/ooc]
phaeton_nz
|
In areas of dim light, lurkers are invisible. As with greater invisibility, they can attack and still remain invisible. If the lurker is flying, its fluttering wings partially negate this effect, giving it only partial concealment (20% miss chance) rather than total concealment.
No, the lurkers are not running away and they are technically invisible. Rogarch saves, Beshmet does not. If Fluffy has scent, she may be able to sense their location.
Deevan readies a Ray of Frost.
((Dorrian and Waze left to act - or react))
Rogarch
|
@Phaeton_nz - The entire party is in hybrid form which includes scent. My character still gets to act. Making a saving throw on the Lurkers' turn is not an action taken. :)
Rogarch smells the breeze and notices the direction of the two Lurkers. Instead of attacking right away she fortifies her defences. A wand springs out of her spring-loaded wrist sheath and she says a word of power and a shield of energy appears around her.
"On your guard everyone. We have two creatures ahead of us."
@Phaneton_nz - Rogarch has Uncanny Dodge so invisible opponents do not have any advantage attacking her.
Swift action - draw wand, move action - notice direction of lurkers with scent, standard action - activate wand.
phaeton_nz
|
What I get for posting before finishing my tea. Noted Rogarch, my bad
| Helping Hand |
@phaeton_nz - It is nice to see people up early on the other side of the world. :)
Helping Hand slaps Rogarch with some divine guidance.
Allanen
|
Al has not gone either. Can he use scent to define an area that the creatures are in?
Perception: 1d20 + 17 ⇒ (7) + 17 = 24
Waze
|
The wizard draws his wand of mage armor from his spring loaded sheath and uses it drawing his pistol as well.
Dorrion
|
The cleric moves behind this others pulling out his crossbow and his power to produce a Deflection aura.
Allies within 20 ft gain +2 deflection bonus to AC and combat manoeuver defense for 3 rounds.
phaeton_nz
|
Allanan has a good idea of the area the lurkers are in and he has not acted yet.
Allanen
|
Al can either point out where the enemy is (not sure he can actually target them with scent) or he can hit the area with Stinking Cloud. Thoughts?
Rogarch
|
@Allanen - Everyone has scent now so I recommend against using your Stinking Cloud spell in this encounter. You could use your acid breath as it is an area of effect that would be effective against one of them at least. :)
Allanen
|
While and area affect, the cone is only 5' so I am not sure I can pinpoint a specific square.
Allanen will bless the party and, smelling the air move forward towards the threat.
Is there a roll to pinpoint. I seen to recall you have to be pretty close....?
phaeton_nz
|
The two lurkers fly into attack with their poison daggers which means they only get 20 percent concealment
Stealths:
cyan: 1d20 + 19 ⇒ (9) + 19 = 28
yellow: 1d20 + 19 ⇒ (16) + 19 = 35
Yellow versus Fluffy
Blue versus Rogarch
dagger: 1d20 + 9 ⇒ (4) + 9 = 13 stab: 1d3 + 1 ⇒ (2) + 1 = 3 Yellow
dagger: 1d20 + 9 ⇒ (18) + 9 = 27 stab: 1d3 + 1 ⇒ (3) + 1 = 4 Cyan
Medium Spider Venom: injury; save Fortitude DC 14; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.
Everyone is up
Rogarch
|
@phaeton_nz - Are the daggers silver? If the answer is no then the dagger will do no damage to Rogarch due to DR 5/Silver and the poison will not be effective as it is injury poison which requires damage to be dealt.
Waze
|
All in all Rogarch isn't hit by the dagger because of Deflection aura (+2 AC). So Rogarch has 29 AC.
Devaan Zeleye
|
Now that he can see the enemy at least a little, Devaan will try his spell again, moving into position to hit both.
He provokes an AOO both from moving and spellcasting, and hopes Yellow will expend its on the move, but will cast defensively if it did not.
DC 17 color spray.
Rogarch
|
@Devaan - You cannot cast a cone in the pattern you describe from your current position. Your character would have to be four squares south (or down) on the map to generate that exact pattern.
@Waze - Rogarch's AC is 27 with the deflection bonus added in. The dagger hits but does no damage unless it is silver.
phaeton_nz
|
The module does not specify their daggers are silver so I presume they are not
Rogarch
|
The lurker's blow does not penetrate Rogarch's hybrid form. The bloodrager lets out a mighty yelp. She takes a step back, drops her wand, draws her enormous cold iron hammer and in a controlled arcane rage attempts to pummel the lurker (cyan) who attacked her.
Hit,Rage,Guidance,Power Attack: 1d20 + 8 + 2 + 1 - 1 ⇒ (3) + 8 + 2 + 1 - 1 = 13
Damage, Cold Iron, Blunt, Rage, Power Attack: 1d12 + 6 + 3 + 3 ⇒ (9) + 6 + 3 + 3 = 21
Miss chance 1-20% miss: 1d100 ⇒ 64
| Helping Hand |
Helping Hand slaps Rogarch for luck.
Guidance cast.
Beshmet
|
Fluffy found something that attacked her. She does a full attack against the yellow lurker.
Bite attack: 1d20 + 9 ⇒ (20) + 9 = 29 Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Claw Attack: 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Claw Attack: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Miss Chance: 1d100 ⇒ 41 Low misses.
Crit chance: 1d20 + 9 ⇒ (20) + 9 = 29 Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Allanen
|
I seem to recall that these creatures do sneak attack damage. If so, they should get it when attacking from invisibility. If someone is poisoned Al will instead cast Nuetralioze Poison.
Unsure about these creatures Allalen attacks to aid Fluffy's defense but fails to do so.
=1 longspear: 1d20 + 4 ⇒ (2) + 4 = 6
Rogarch
|
@Allanen - Rogarch has Uncanny Dodge so Sneak Attack will not be triggered with Invisibility alone. I believe that the lurker missed Fluffy even being invisible. :)
Waze
|
As a swift action the wizard puts flaming on the barrel of his pistol and fires before to retreat.
Concealment:1d100 ⇒ 87
Pistol +1: 1d20 + 7 ⇒ (1) + 7 = 8
Pistol +1, shirt reroll: 1d20 + 7 ⇒ (13) + 7 = 20
Damage:1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12
Devaan Zeleye
|
Argh, stupid cone rules. New position, where I hit only Yellow (hopefully before the bird arrives on the scene).
phaeton_nz
|
Rogarch's great hammer misses.
Fluffy critically bites Yellow and claws it. (Yellow: -16), more if that is a cold iron attack.
Waze hits a lurker (which one? - cold iron bullets?)
aoo from yellow: 1d20 + 9 ⇒ (3) + 9 = 12
will save: 1d20 + 9 ⇒ (15) + 9 = 24
Yellow fails to AOO Devaan and also fails it's save. It is stunned for one round.
While Yellow is hovering, and rubbing it's eyes in an attempt to get the coloured spots out, Cyan blinks to the other side of the combat (twilight door) and blends into the shadows, being effectively invisible.