| GM Valen |
The smaller of the remaining bloodseekers (red) receives a mental jab from Rahnboo and a glob of acid.
The injured bloodsucker releases the drained man and flies towards one of its attackers!
1 Dendri, 2 Rahnboo: 1d2 ⇒ 2
Fly, Strike
Melee Strike barbed leg: 1d20 + 8 ⇒ (16) + 8 = 24
Drain
Drain: 1d4 ⇒ 4
MARKET SQUARE OFF! - Round Two Cont'd!
PCs in bold may act
Bloodseeker (black)(+8 HP)
Corkin
Rahnboo (drained 1)
Dendri
Bloodseeker (red) (+1 HP)
Ebir
Ebir
|
I will delay so that we are all in 1 group for initiative. I feel like it's slowing down the combat a lot. Delay to be in the same initiative block with other players - ie let black make their move, then I will go.
| GM Valen |
As the man being drained by the largest bloodseeker (black) breathes his last, the bloodseeker seeks another meal, heading for the nearest living creature it attempts to attach to an already injured merchantwoman.
Fly
Melee Strike, barbed leg (finesse): 1d20 + 12 ⇒ (19) + 12 = 31
Drain: 1d8 ⇒ 2
MARKET SQUARE OFF! - Round Three Begins!
PCs in bold may act
Bloodseeker (black)(+10 HP)
Ebir
Corkin
Rahnboo (drained 1)
Dendri
Bloodseeker (red) (+1 HP)
Ebir
|
Ebir quickly moves to get a more advantageous position and swings his sword twice at the black flying creature.
"Taste steel, you overgrown mosquito!"
Not sure if this is a flank, but I tried to position myself in a way that would be.
Crunch: ◆ Strike + ◆ Strike x2
Strike, Bastard Sword, Two Handed: 1d20 + 7 ⇒ (13) + 7 = 201d12 + 4 ⇒ (10) + 4 = 14
Strike, Bastard Sword, Two Handed -5MAP: 1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 171d12 + 4 ⇒ (7) + 4 = 11
| GM Valen |
Ebir quickly moves to get a more advantageous position and swings his sword twice at the black flying creature.
"Taste steel, you overgrown mosquito!"
A shroud of hazy, umbral energy appears to surround the largest bloodsucker making its form appears shadowy in the bright light of day.
Flat check (DC 5) for concealment: 1d20 ⇒ 19
Flat check (DC 5) for concealment: 1d20 ⇒ 11
But the Pathfinder's blade connects twice! He slices off one of the creature's multiple wings and injures it severely. Nevertheless, it still clings to its victim.
MARKET SQUARE OFF! - Round Three Begins!
PCs in bold may act
Bloodseeker (black) -15 HP
Ebir
Corkin
Rahnboo (drained 1)
Dendri
Bloodseeker (red) (+1 HP)
Corkin Cranberry
|
Slow down and aim, the halfling thought as he reloaded and fired another shot.
Attack Crossbow: 1d20 + 7 ⇒ (20) + 7 = 27
Damage,crosbow ace, studied prey: 1d10 + 1d8 + 2 ⇒ (4) + (2) + 2 = 8
(◆) Reload, (◆) Attack, (◆) Reload
| GM Valen |
Slow down and aim, the halfling thought as he reloaded and fired another shot.
A crit! Double damage
The bolt obliterates the blood-filled beast (red)!
Only the shadowy one remains.
MARKET SQUARE OFF! - Round Three Cont'd!
PCs in bold may act
Bloodseeker (black) -15 HP
Ebir
Corkin
Rahnboo (drained 1)
Dendri
Bloodseeker (red) -16 HP (+1 HP)
Rahnbooo
|
Given his prior success, Rahnboo casts daze once again, targeting the remaining bloodsucker.
He then produces his large spatula for swatting.
| GM Valen |
The remaining bloodsucker is difficult to target due to the shadowy substance that seems to follow it or envelope it.
Rahnboo, Flat check v concealment (DC 5): 1d20 ⇒ 11
The spell gets through, the shadowy bloodsucker feels a mental jolt.
Blooksucker (black), Will save (DC 17): 1d20 + 6 ⇒ (20) + 6 = 26
However, the creature is unphased!
MARKET SQUARE OFF! - Round Three Cont'd!
PCs in bold may act
Bloodseeker (black) -15 HP
Ebir
Corkin
Rahnboo (drained 1)
Dendri
| GM Valen |
Dendri moves and targets black with burning hands. I think the shot is clear...
I'll keep the damage roll from before, if that's OK.
That is fine, but black is currently attached to a civilian.
Bloodseeker (black), Reflex (DC 17): 1d20 + 10 ⇒ (14) + 10 = 24
The shadowy bloodseeker is burned up in the fire.
OUT OF COMBAT
| GM Valen |
Following the battle, a few beleaguered civilians in the market still suffer from blood loss. The death of one civilian has caused some nearby to panic, toppling stalls and damaging wares.
A PC can try to help the civilians with their injuries or help repair property damaged in the chaos with a DC 17 Crafting or Medicine check or a DC 12 Herbalism Lore or Mercantile Lore check. A PC who expends a spell of 1st level or higher to heal Hit Points or repair an object automatically succeeds at their check to lend aid to the civilians.
Otherwise, from here you can follow the dockhand’s directions and proceed north to the abandoned tavern.
Ebir
|
Ebir looks around the place, contamplating how to help the locals with the mess.
"Where did these creatures come from? Is this a regular thing in here?", he seems baffled by the presence of such creatures in such a large city.
Don't have any skills to help with. They'll live. Most of them, anyway.
| GM Valen |
"I'm sorry, I had to get that bloodsucking pest off you!" Dendri exclaims.
The Pathfinders skillfully provide aid, mitigating any lasting harm to the survivors.
"May Abadar bless you! And bless us all!" says a merchant woman in response, before she promptly goes back to selling his wares.
"I am ashamed that my fellow vendor did not show you more appreciation," says an older man, holding out a pair of vials. "Please, in return for your bravery and kindness, please accept these two oils of potency."
Corkin tried to help where he could.
"I feel nearly fit as an ox!" cries another merchant woman, who gives the halfling a bronze bull pendant out of gratitude.
"Where did these creatures come from? Is this a regular thing in here?", he seems baffled by the presence of such creatures in such a large city.
"This is certainly not a 'regular thing'!" exclaims a merchant. "I saw a man in the shadows. He broke breaks a small shard of black glass, before heading north. It was at that time that the creatures emerged from the shadow of the fountain at the center of the market."
The merchant points northward, where the the dockhand's direction had you headed.
From here in the market, you are able to follow the dockhand’s directions and proceed north to the tavern that he had indicated, which you find nestled in a dead-end neighborhood in the Puddles just a few blocks from the market.
Arriving at the directed spot, you find a large, windowless, single-story tavern occupying the center of a run-down, dead-end street. Stairs lead up to a small landing on the west side. On the landing, the large wooden double doors that serve as the building’s only entrance are boarded up.
Map of the tavern now on Slides.
Feel free to move your tokens anywhere outside of the building that you would like.
Then, let me know what you want to do next.
Ebir
|
"I suppose you're not up for cutting a hole in the wall.. Or...", Ebir leaves the question hanging in the air for a moment as he pulls out his sword, then smiles.
Rahnbooo
|
"True, true." Rahnboo agrees still as his awesome giant spatula glistens in the sun's rays.
| GM Valen |
Placing the party's tokens to the door.
Also, giving a Hero Point to Rahnboo for the use of a pun last battle.
Three wide boards stretch across the front entrance, barring the wooden door beyond. Further, a lock has been prominently placed upon the door.
On approach, Corkin notices a small opening near the keyhole of the lock. Upon closer inspection, he sees that it houses a spring-loaded, spike--most likely poisoned.
You may attempt to Disable Device with a Thievery check or to otherwise try and destroy the trap to avoid getting jabbed by the spike.
The lock requires two successful DC 15 Thievery checks to open, or a DC 20 Athletics check to Force Open.
Ebir
|
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Ebir smirks. "Oh, this is totally real.", he notes as he reaches for the boards to take them off the door.
"Anyone wants the honours, or will I go in first?"
Corkin Cranberry
|
The halfling scratched his head while he considered for a moment. Finally he offered, ”I’ll be going first. Might be best if I try to put the sneak on, so to speak.” He crouched, holding the crossbow at the ready, while he tried to move stealthily into the room.
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9 or not
| GM Valen |
The halfling scratched his head while he considered for a moment. Finally he offered, ”I’ll be going first. Might be best if I try to put the sneak on, so to speak.” He crouched, holding the crossbow at the ready, while he tried to move stealthily into the room.
Before proceeding, any plans to try and disable the trap spotted previously? Mechanically, it was found by a secret check made for Corkin, who was using Search as his Exploration Mode/
| GM Valen |
”First, let me take care of this little trap here,” the halfling decided.
Corkin carefully inserts a makeshift pin into the spring shaft, preventing the spring mechanism from releasing, and, thereby, disarming the poisoned trap.
Ebir smirks. "Oh, this is totally real.", he notes as he reaches for the boards to take them off the door.
"Anyone wants the honours, or will I go in first?"
The door remains locked.
The lock requires two successful DC 15 Thievery checks to open, or a DC 20 Athletics check to Force Open.
Corkin Cranberry
|
The halfling rubbed his hands together, ”Let me take a crack at that.”
Thievery: 1d20 + 7 ⇒ (17) + 7 = 24
Thievery: 1d20 + 7 ⇒ (13) + 7 = 20
Corkin motioned for silence as he put his ear to the door trying to hear what lurked behind it.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
| GM Valen |
+1 for Scouting
Corkin, Perception: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Dendri, Perception: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Ebir, Athletics: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Rahnboo, Perception: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Creature (blue), Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Creature (red), Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Corkin hears two sets of soft footsteps crossing a wooden floor. Opening the door allows the light of day to pour in through the open door. It reveals over a dozen tables and countless chairs crowding the interior of the tavern, all scattered about in disarray, before the light shining in through the door becomes swallowed by the dark interiors that lie further within.
Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys.
Amidst the darkness the sharp-eyed halfling spots a pair of unnaturally lithe—bordering on fragile—humanoids with deep, grey complexions. Their eyes are pupilless and pronounced, each glowing a luminescent shade of yellow or greenish yellow. Their hair is stark white.
Pictures now on Slides.
The party's sudden appear seems to take the two by surprise.
HAVING IT OUT IN THE HIDEOUT! - Round One Begins!
PCs in bold may act
Corkin
Ebir
Rahnboo
Dendri
Creature (red)
Creature (blue)
Ebir
|
[ooc]Well, if they are in darkness, I am not aware of them.[/b]
Ebir peeks inside, and looks back at the pathfinders.
"Could use some light in here. Preferably not a torch. Anyone knows magic tricks?"
Corkin Cranberry
|
”There are a couple of creatures in the shadows,” the fiery halfling warned as he moved into the room and took a moment to observe the creatures before he fired a bolt.
Attack, crosbow (red): 1d20 + 7 ⇒ (12) + 7 = 19
damage, crossbow ace, hunt prey: 1d8 + 1d8 + 2 ⇒ (4) + (8) + 2 = 14
◆ Move, ◆hunt prey, attack ◆
Rahnbooo
|
Rahnboo tries to figure out what these creatures are.
one action to identify blue
| GM Valen |
"Could use some light in here. Preferably not a torch. Anyone knows magic tricks?"
Dendri casts light on an object Ebir is carrying.
Dendri's spell causes one of Ebir's objects to emit light, extending a warm glow out twenty-feet from the object and shedding dim light beyond.
Dendri has one action remaining.
Within the dim light, all can now catch a glimpse of the two pale-skinned creatures.
For the halfling, however, and the elf, the two opponents are now illuminated as clear as day.
”There are a couple of creatures in the shadows,” the fiery halfling warned as he moved into the room and took a moment to observe the creatures before he fired a bolt.
Corkin's bolt strikes fast and deep, considerably injuring his target.
HAVING IT OUT IN THE HIDEOUT! - Round One Cont'd!
PCs in bold may act
Corkin
Ebir
Rahnboo
Dendri (1 action remaining)
Creature (red) -14 HP
Creature (blue)
| GM Valen |
Rahnboo tries to figure out what these creatures are.
one action to identify blue
Skill is Society. Secret check made. Rahnboo is unable to identify these creatures.
HAVING IT OUT IN THE HIDEOUT! - Round One Cont'd!
PCs in bold may act
Corkin
Ebir
Rahnboo (2 actions remaining)
Dendri (1 action remaining)
Creature (red) -14 HP
Creature (blue)
| GM Valen |
Creature (blue), Will save (DC 17): 1d20 + 6 ⇒ (4) + 6 = 10
The humanoid receives an unpleasant mental jab!
HAVING IT OUT IN THE HIDEOUT! - Round One Cont'd!
PCs in bold may act
Corkin
Ebir
Rahnboo
Dendri (1 action remaining)
Creature (red) -14 HP
Creature (blue) -4 HP
Rahnbooo
|
"Does anyone know what these things are? I have a cool spell I can use on them, but it heals undead," Rahnboo says.
"I'll try this again," he says, casting daze.
DC 17 Will save blue
Ebir
|
"Appreciate it.", Ebir nods at Dendri, then quickly looks back into the building to find two figures staring back at them. "Okay..."
He runs tthrough the tables to blue, and attempts to force him to the ground with well-practived move. He puts his foot behind blue's shin and shoves his torso to make him lose balance.
Athletics to Trip: 1d20 + 7 ⇒ (11) + 7 = 18
Actions: Stride, Stride, Trip LINK
| GM Valen |
He runs tthrough the tables to blue, and attempts to force him to the ground with well-practived move. He puts his foot behind blue's shin and shoves his torso to make him lose balance.
As Ebir rushes forward, he passes over a shadowy 3-foot diameter rune in the floor that he had failed to notice before.
Location of rune now revealed on Slides.Instantly, a single illusory image swirls around the creature before him (blue)!
The Pathfinder shoves one of the two forms.
Hit on 1: 1d2 ⇒ 2
Rather than fall back prone, however, the form disappears in a wisp of shadow!
HAVING IT OUT IN THE HIDEOUT! - Round One Cont'd!
PCs in bold may act
Corkin
Ebir
Rahnboo
Dendri (1 action remaining)
Creature (red) -14 HP
Creature (blue) -4 HP
| GM Valen |
With dagger already in hand, one of the two creatures (red) tries to maneuver behind Ebir and stab him in the back!
Stride x2; Strike
Melee Strike, dagger +9 (agile, finesse, versatile S) v Ebir flat-footed: 1d20 + 9 ⇒ (7) + 9 = 16
Damage piercing w/sneak attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7
The Pathfinder avoids the attack from behind.
The grey-skinned man in front of Ebir (blue) also tries to take down the Pathfinder using the hatchet in his hand.
Strike, Shadow Swipe (2 actions)
Melee Strike, hatchet (agile, sweep): 1d20 + 9 ⇒ (7) + 9 = 16
Damage 1d6+5 slashing: 1d6 + 5 ⇒ (2) + 5 = 7
Shadow Swipe, hatchet (agile, sweep): 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Damage 1d6+5 slashing: 1d6 + 5 ⇒ (3) + 5 = 8
The attacker looks ready to head for the darkness, but seems caught-off guard by the fact that he missed Ebir.
HAVING IT OUT IN THE HIDEOUT! - Round Two Begins!
PCs in bold may act
Corkin
Ebir
Rahnboo
Dendri
Creature (red) -14 HP
Creature (blue) -4 HP
Corkin Cranberry
|
The halfling keeps firing.
Attack, crosbow (red): 1d20 + 7 ⇒ (8) + 7 = 15
damage, crossbow ace, hunt prey: 1d8 + 1d8 + 2 ⇒ (6) + (1) + 2 = 9
◆ Reload ◆ attack ◆ reload
Ebir
|
Ebir's chainmail clanks as if protects him from three hits, and starts breathing faster. "Alright. I wanted to be nice. We're done with that."
He leaps over the table and swings his heavy blade twice.
Crunch:◆ Step, and 2x ◆ Strike vs Blue
◆ Bastard Sword, Two Handed: 1d20 + 7 ⇒ (8) + 7 = 15
◆ Bastard Sword, Two Handed: 1d20 + 7 ⇒ (15) + 7 = 221d12 + 4 ⇒ (11) + 4 = 15
| GM Valen |
The halfling keeps firing.
And misses this time.
He leaps over the table and swings his heavy blade twice.
The second swing connects.
As he does so, the shadowy 3-foot diameter rune in the floor slightly glows again.
1 blue, 2 red: 1d2 ⇒ 1
A single illusory image swirls around the male creature (blue) creating a duplicate of the man!
HAVING IT OUT IN THE HIDEOUT! - Round Two Cont'd!
PCs in bold may act
Corkin
Ebir
Rahnboo
Dendri
Creature (red) -14 HP
Creature (blue) -19 HP (illusory image)
Rahnbooo
|
Rahnboo rushes into the room. He again casts daze.
DC 17 Will save blue
| GM Valen |
Creature (blue), Will save: 1d20 + 6 ⇒ (2) + 6 = 8
The man takes a mental jolt to his head. Then, a rune near Rahnboo activates, creating another illusory image around the man!
BOTTING Dendri per request
The human steps further into the room/
Stride
Seeing the foes grouped together, she casts a spell as icy shards burst from her spread hands and coat the targets in a layer of frost.
Cold damage: 2d4 ⇒ (4, 1) = 5
Creature (blue), DC 17 Reflex save: 1d20 + 8 ⇒ (12) + 8 = 20
Creature (red), DC 17 Reflex save: 1d20 + 9 ⇒ (9) + 9 = 18
The grey-skinned woman (red) approaches to attack Ebir.
Stride
Melee Strike, dagger (agile, finesse, versatile S) v Ebir flat-footed: 1d20 + 9 ⇒ (4) + 9 = 13
Damage piercing w/sneak attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
Melee Strike, dagger (agile, finesse, versatile S) v Ebir flat-footed: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Damage piercing w/sneak attack: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
The man also continues attacking Ebir.
Strike, Shadow Swipe (2 actions)
Melee Strike, hatchet (agile, sweep) v Ebir flat-footed: 1d20 + 9 ⇒ (2) + 9 = 11
Damage slashing: 1d6 + 5 ⇒ (6) + 5 = 11
Shadow Swipe, hatchet (agile, sweep)v Ebir flat-footed: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage slashing: 1d6 + 5 ⇒ (6) + 5 = 11
He makes a deep cut, then slips away into dimly-lit shadows!
HAVING IT OUT IN THE HIDEOUT! - Round Three Begins!
PCs in bold may act
Corkin
Ebir -11 HP
Rahnboo
Dendri
Creature (red) -16 HP
Creature (blue) -25 HP (2 illusory images)
Ebir
|
Some of the strikes find a way through Ebir's chainmail. He grunts in pain, but continues his pursuit of the man like he means it.
Crunch:◆ Step, and 2x ◆ Strike vs Blue
◆ Bastard Sword, Two Handed: 1d20 + 7 ⇒ (9) + 7 = 161d12 + 4 ⇒ (11) + 4 = 15
◆ Bastard Sword, Two Handed, -5 MAP: 1d20 - 5 + 7 ⇒ (18) - 5 + 7 = 201d12 + 4 ⇒ (7) + 4 = 11
Corkin Cranberry
|
The halfling watched as Ebir pursued one of the creatures across the room. He took aim through the gloom at the other creature and fired a bolt, quickly reloaded, and fired again.
Attack Red, crossbow: 1d20 + 7 ⇒ (15) + 7 = 22
Damage, crossbow Ace, hunt prey: 1d8 + 1d8 + 2 ⇒ (1) + (4) + 2 = 7
Attack Red, crossbow, MAP -5: 1d20 + 7 ⇒ (20) + 7 = 27
Damage, crossbow Ace, hunt prey: 1d8 + 2 ⇒ (4) + 2 = 6
◆ attack ◆ reload ◆ attack