Banterknell or BK |
By now the colorful fins that used to be on BKs feet have disintegrated into a colorful cloudy wake to the disappointment of the flamboyant gnome. Upon meeting the crabs, he launches into a colorful dance instead of one of his trademark wind instrument performances. Though not of the same quality, it is still infused with magical power. Getting a shield up he slips back to safety.
*inspire courage
*shield
*move
Do glorified bugs have immunity to illusion spells? I'm not taking a chance and will just play the healer in this one.
Ovidivo |
Ovidivo swims forward and draws his sword. He speaks the words to summon a translucent shield in front of himself.
◆ Swim: Athletics (U**) vs. DC 10: 1d20 + 2 ⇒ (16) + 2 = 18
◆ Interact (draw short sword)
◆ Cast (V): shield
AC 20
↺ Shield Block 5
Cassimon Dohl |
Buying swim fins and air bladder too
Swim, Athletics, trained: 1d20 + 5 ⇒ (4) + 5 = 9
Being underwater isn't easy, and being eaten by underwater creatures isn't pleasant.
Cassimon rises his glaive, and strikes before the beasts come too close Reach weapon
Glaive, Underwater: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Glaive, Underwater: 1d20 + 5 - 2 - 5 ⇒ (13) + 5 - 2 - 5 = 11
dmg, Forceful: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Banterknell or BK |
Forgot my swim roll
swim: 1d20 ⇒ 13
GM Hawthwile |
@Relia, remember that the multiple-attack penalty will apply to your second (and third) attacks each round. Normally it's a -5/-10 penalty, but your dagger is Agile so it's only a -4/-8 penalty.
@Banterknell, you're unfortunately not up in initiative yet. We can keep those rolls/actions for next round if you want - just remind me when you're up.
@Cassimon, since you didn't meet the DC 10 check to Swim you didn't move, and I don't see any enemies within the 10 ft reach of your Glaive. Do you want to change your second action to another Swim?
Relia takes the first fish-lobster-thing by surprise, slipping a dagger between pieces of carapace. Dark blood clouds the water as the creature begins to float towards the surface. Ovidivo advances with a sword in his hand and a spell on his lips.
Swimming with the Fishies
Round 1! Bold may act!
Bugtussle
Cassimon (Clarification needed)
Ovidivo (Shield)
Relia
Alanossë
Red (-14)
Blue
Yellow
Green
Banterknell
Environmental Effects:
- You’re flat-footed unless you have a swim Speed.
- You gain resistance 5 to acid and fire.
- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
- You can’t cast fire spells or use actions with the fire trait while underwater.
- Moving requires either swimming or climbing along the walls.
What do you do?
Alanossë |
Fin puts his fins to work, targeting blue as his hunted prey, then following Relia towards the lobster things…
Swim via Athletics: 1d20 + 5 ⇒ (5) + 5 = 10
…and lunging at it with his dagger…
Dagger: 1d20 + 9 ⇒ (16) + 9 = 25
Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bugtussle |
Athletics - Swim (DC 10): 1d20 + 0 ⇒ (14) + 0 = 14 (Success + swim fins should allow Bugtussle to swim 15 ft.)
Bugtussle blubs forward through the water, gliding past BK and Cassimon and into the chamber, sticking close to the nearby wall. Rather than draw a weapon, he instead raises a spiny fist and readies to punch the first fishy that comes within reach.
Spine (Brawling, Finesse, Unarmed): 1d20 + 7 ⇒ (13) + 7 = 20
Damage (P): 1d6 ⇒ 1
Add +1 to both rolls if Inspire Courage is in effect.
______________
◆ Swim
◆◆ Ready (Strike)
GM Hawthwile |
To keep things moving, I'm making the assumption that Cassimon attempts to Swim again with his second action.
Cassimon Swim vs DC 10: 1d20 + 5 ⇒ (20) + 5 = 25
Cassimon flounders a bit, but pushes forward and slashes at the fish-lobster with his glaive. The blade cuts into the creature's flesh, followed by Alanossë's dagger moments later. Bugtussle meanwhile prefers to lie in wait, needle-covered fist pulled back and ready.
The first lobster-fish apparently decides that this food is too feisty and starts swimming away. But Alanossë takes the opportunity to lash out with his dagger...
Alanossë Dagger vs Blue: 1d20 + 9 ⇒ (16) + 9 = 25
Piercing damage: 1d4 + 2 ⇒ (2) + 2 = 4
...and punctures something vital inside. But the fish-lobster is still moving, swimming feebly towards the stairs guarded by Bugtussle. The leshy lashes out, hitting his target squarely in the face. It's a fatal blow, but the lobster-fish's claw snaps reflexively...
Blue Claw vs Bugtussle Flatfooted AC 16: 1d20 + 9 ⇒ (7) + 9 = 16
Slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5
Cassimon tries to make the fish-lobster feel the guilt of its actions, but there is nothing left of the creature's mind except frenzied instinct. Bugtussle feels the holy warrior's admonition sparing him some of the pain, but something foul still enters his body. @Bugtussle, roll a Fortitude save vs Poison.
The two remaining lobster-fishes advance - one towards Alanossë and the other towards Cassimon.
Yellow Claw vs Alanossë Flatfooted AC 16: 1d20 + 9 ⇒ (16) + 9 = 25
Slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5
Green Claw vs Cassimon Flatfooted AC 14: 1d20 + 9 ⇒ (13) + 9 = 22
Slashing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Both men feel the sharp pincers digging into them and injecting poison into their arteries. @Alanossë and @Cassimon, roll a Fortitude save vs Poison. The fish-lobsters' claws don't release their victims, but instead hold them painfully in place. Alanossë and Cassimon are Grabbed (Escape DC 14)
Swimming with the Fishies
Round 2! Bold may act!
Banterknell
Bugtussle (-2, Poisoned?)
Cassimon (-3, Poisoned?, Grabbed)
Ovidivo
Relia
Alanossë (-5, Poisoned?, Grabbed)
Red (-14)
Blue (-17)
Yellow
Green
Environmental Effects:
- You’re flat-footed unless you have a swim Speed.
- You gain resistance 5 to acid and fire.
- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
- You can’t cast fire spells or use actions with the fire trait while underwater.
- Moving requires either swimming or climbing along the walls.
What do you do?
Banterknell or BK |
By now the colorful fins that used to be on BKs feet have disintegrated into a colorful cloudy wake to the disappointment of the flamboyant gnome. Upon meeting the crabs, he launches into a colorful dance instead of one of his trademark wind instrument performances. Though not of the same quality, it is still infused with magical power. Getting a shield up he slips back to safety.
*inspire courage
*shield
*move
^^^That
Cassimon Dohl |
Fortitude vs poison: 1d20 + 7 ⇒ (2) + 7 = 9
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 5 - 5 ⇒ (11) + 5 - 5 = 11
Dmg, Forceful: 1d8 + 2 ⇒ (3) + 2 = 5
Third action: if I must use an action to swim, I'll swim. If not, third attack
Attack: 1d20 + 5 - 10 ⇒ (8) + 5 - 10 = 3
Dmg, Forceful: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
or
Athletics, Swim: 1d20 + 5 ⇒ (12) + 5 = 17
Ovidivo |
Ovidivo swims to the back of the cave and stabs at the oversized crustacean from behind.
◆ Swim: Athletics (U**): 1d20 + 2 ⇒ (9) + 2 = 11
◆ Swim: Athletics (U**): 1d20 + 2 ⇒ (14) + 2 = 16
◆ Strike: short sword (T): 1d20 + 8 ⇒ (15) + 8 = 23 vs. flat-footed
piercing: 1d6 ⇒ 3
Alanossë |
Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15
Alanossë tries to resist the creature’s poison…and then tries to escape from its grasp…
Acrobatics (Escape): 1d20 + 8 ⇒ (11) + 8 = 19
…if successful, he’ll strike with his dagger…
Dagger: 1d20 + 9 ⇒ (9) + 9 = 18
Piercing Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Is Escape just one action?
Bugtussle |
Fort: 1d20 + 8 ⇒ (16) + 8 = 24
Bugtussle feels a stinging pain from the creature's attack but his system manages to fight off whatever foul poison or disease it was carrying. With another fishy right there in his face, he attempts to deliver a pair of spiny punches...
Strike vs. Green #4 (Spines; IC): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage (P): 1d6 + 1 ⇒ (2) + 1 = 3
Strike vs. Green #4 (Spines; IC): 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage (P): 1d6 + 1 ⇒ (3) + 1 = 4
...and then tries to put some distance between himself and the thing, if it's still alive.
Athletics - Swim (DC 10): 1d20 ⇒ 7
But it's awkward to 'fall back' underwater and all he succeeds in doing is flailing about uselessly.
______________
◆ Strike, ◆ Strike, ◆ Swim
Alanossë |
Thanks for the answer to my query, Ovidivo. So assuming he has an action left, he’ll attack again…
Alanossë attacks yellow again…
Dagger: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6
GM Hawthwile |
Cassimon and Alanossë find the poison making their limbs sluggish in addition to the pain wracking their bodies.
Cassimon Poison damage: 1d6 ⇒ 5
Alanossë Poison damage: 1d6 ⇒ 1
With Banterknell's inspirational fluting making the water surrounding them vibrate, the Pathfinders launch a counterassault on the lobster-fish! Cassimon tries to slice the creature grabbing him, but the awkward angles and resistance of the water thwart his blade. Ovidivo swims around back and jams his blade into the fish-lobster's tail. Alanossë wriggles free of his restrains like a slippery eel, but can't follow through with his dagger. @Alanossë, don't forget that the multiple-attack penalty counts the Escape action as your first attack of the round, meaning your first dagger Strike has a MAP of -4 and the second -8. Bugtussle gives Cassimon's attacker the ol' one-two combo, but neither blow has the power to punch through its carapace.
Swimming with the Fishies
Round 2! Bold may act!
Banterknell
Bugtussle (-2)
Cassimon (-8, Enfeebled 1, Poisoned 1/??, Grabbed)
Ovidivo
Relia
Alanossë (-5, Enfeebled 1, Poisoned 1/??)
Red (-14)
Blue (-17)
Yellow
Green (-4)
Environmental Effects:
- Inspire Courage is active until Banterknell's turn in Round 3.
- You’re flat-footed unless you have a swim Speed.
- You gain resistance 5 to acid and fire.
- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
- You can’t cast fire spells or use actions with the fire trait while underwater.
- Moving requires either swimming or climbing along the walls.
What do you do?
Relia Delain |
Sorry about the MAP on my last turn. I copied and pasted my first attack and forgot to add the -5
(1) Relia tries to push off against the wall behind her to get a good start swimming through the water, brushing past Alanossë as she goes.
Athletics swim: 1d20 + 0 ⇒ (16) + 0 = 16 (yay fins + success = 15 feet)
If yellow can take AoOs I provoke from that movement, but will use Nimble dodge for a +2 to my AC against that attack if it comes
Finding herself flanking the yellow creature, she gives Cassimon a wink before stabbing at the thing between them!
(1)
Dagger: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 vs. Yellow Flat footed (flank)
Piercing: 1d4 + 1 ⇒ (1) + 1 = 2
Sneak attack: 1d6 ⇒ 1
She'll try that one more time!
(1)
Dagger: 1d20 + 8 - 4 + 1 ⇒ (1) + 8 - 4 + 1 = 6 vs. Yellow Flat footed (flank)
Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak attack: 1d6 ⇒ 1
Apparently yellow just isn't her color.
GM Hawthwile |
Relia's blade finds a vulnerable spot in the fish-lobster's carapace and it thrashes in pain, spreading dark blood from the wound and silt from the bottom around it like a cloud. (First attack hits because of flank!)
Cassimon's attacker holds him tightly and begins to squeeze its prey until he feels like his bones may snap!
Cassimon Fortitude: 1d20 + 7 ⇒ (19) + 7 = 26 Success - half damage
Bludgeoning damage: 1d6 ⇒ 3
Cassimon Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16 Failure - full damage
Bludgeoning damage: 1d6 ⇒ 3
The other turns its attention from one elf to the other, snapping a pincer towards Relia - who tries to dodge nimbly...
Yellow Claw vs Relia Flatfooted Nimble Dodge AC 19: 1d20 + 9 ⇒ (8) + 9 = 17
Slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5
...and just barely manages to keep it from catching her in its razor-sharp pincers! The lobster-fish tries again...
Yellow Claw vs Relia Flatfooted AC 17: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5
...and again...
Yellow Claw vs Relia Flatfooted AC 17: 1d20 + 9 - 10 ⇒ (7) + 9 - 10 = 6
Slashing damage: 1d6 + 1 ⇒ (1) + 1 = 2
...but it can't quite catch her!
@Cassimon and Alanossë, roll another Fortitude save at the start of your next post and then open the spoiler below to see the results.
Swimming with the Fishies
Round 3! Bold may act!
Banterknell
Bugtussle (-2)
Cassimon (-12, Enfeebled 1, Poisoned 2/??, Grabbed)
Ovidivo
Relia
Alanossë (-5, Enfeebled 1, Poisoned 2/??)
Red (-14)
Blue (-17)
Yellow (-3)
Green (-4)
Environmental Effects:
- Inspire Courage is active until Banterknell's turn in Round 3.
- You’re flat-footed unless you have a swim Speed.
- You gain resistance 5 to acid and fire.
- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
- You can’t cast fire spells or use actions with the fire trait while underwater.
- Moving requires either swimming or climbing along the walls (DC 10).
What do you do?
Alanossë |
Fort Save: 1d20 + 6 ⇒ (13) + 6 = 19
Relia brushing past him must’ve brought Alanossë good luck as he fights off the poison better this round…
He attempts to swim 5’ southwest…
Swim via Athletics/Enfeebled: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
…and stabs at yellow twice…
To hit: Base/DEX, IC
Damage: STR, Enfeebled, IC
Dagger: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Piercing Damage: 1d4 + 2 - 1 + 1 ⇒ (1) + 2 - 1 + 1 = 3
Dagger: 1d20 + 9 - 4 + 1 ⇒ (14) + 9 - 4 + 1 = 20
Piercing Damage: 1d4 + 2 - 1 + 1 ⇒ (4) + 2 - 1 + 1 = 6
Banterknell or BK |
Seeing Cassimon in trouble, BK sends out a soothing tune which soothes the soul and body, all the while continuing to inspire.
*inspire courage
**soothe
soothe healing: 1d10 + 4 ⇒ (10) + 4 = 14
I'm going to have him try the lingering composition.
lingering composition: 1d20 + 7 ⇒ (13) + 7 = 20
GM Numbat |
A crowd of drenched Pathfinders is pleased to report that the Sunken Halls is cleared!
A courier arrives bearing a message: “All agents are to report back to base camp.”
Once the remaining teams have returned to camp, Venture-Captain Luna Aldred calls the Pathfinders together, “With everyone’s work, we’ve uncovered two new areas in the ruins. One follows an old caravan route through the mountain, while the other goes through an abandoned temple. Choose whichever route you prefer, but keep your eyes peeled, as we’re getting closer to Raseri Kanton. However, the Aspis Consortium is closing in. We’ll return to the ruins tomorrow and beat those snakes to the city. Rest up tonight and prepare for a long day tomorrow.”
Table GMs, begin Act 2.
Cassimon Dohl |
Fort save: 1d20 + 7 ⇒ (20) + 7 = 27
Cassimon' sturdy body withstand the poison, and he tries to pierces the shell of the creature grabbing him
Attack, IC: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Dmg, IC, feeble: 1d8 + 2 + 1 - 1 ⇒ (5) + 2 + 1 - 1 = 7
Attack, IC: 1d20 + 5 + 1 - 5 ⇒ (7) + 5 + 1 - 5 = 8
Dmg, IC? forceful: 1d8 + 2 + 1 + 1 - 1 ⇒ (7) + 2 + 1 + 1 - 1 = 10
Attack, IC: 1d20 + 5 + 1 - 10 ⇒ (5) + 5 + 1 - 10 = 1
Dmg, IC, forceful: 1d8 + 2 + 1 + 2 - 1 ⇒ (6) + 2 + 1 + 2 - 1 = 10
only the first attack might hit, but at least the champion has done some damage
GM Hawthwile |
The Pathfinders return to camp once again and discuss over a dinner of slow-roasted boar with red berries and creamed potatoes where they want to explore the following morning - the old caravan route above the stone sisters, or the abandoned temple below them.
Everyone is rested - full hitpoints, daily preparations made again, etc. Three votes moves the party.
What do you do?
Banterknell or BK |
Cas gets two thumbs up and reluctantly takes his hat with the fin on it off. Shaking his flute free of the last remnants of moisture, he proclaims that he is ready to go, with an exclamation point, of course.
GM Hawthwile |
Then it is decided.
The Pathfinders descend into the temple complex once again. Beyond the desecrated doors, they find a room where the stone tiles have been torn from the walls and floor to expose red-streaked white soil beneath. Sections of wall have collapsed or been torn apart, changing the room from te typical stright lines of worked stone to a more organic shape - almost like that of a skull. A sickly green altar radiates flickering light from a symbol like a flame etched into it.
Gathered around the altar are several creatures. From their features, they appear to be fiends - but those same features are melted and half-formed, as if the creatures' creator had not finished before tossing them into the world to fend for themselves. Their small, beady eyes glimmer as they spot the newcomers and their equipment, and their clawed hands flex and reach out instinctively.
Banterknell Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Bugtussle Perception, Circumstance: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Cassimon Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Ovidivo Perception, Circumstance: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Relia Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Fiends Perception: 1d20 + 8 ⇒ (1) + 8 = 9
The Pathfinders are prepared for trouble though (especially Ovidivo, lol) and press the attack!
The Temple in Ruins
Round 1! Bold may act!
Ovidivo
Alanossë
Banterknell
Cassimon
Bugtussle
Relia
Red
Blue
Yellow
Green
What do you do?
Ovidivo |
Ovidivo leaps to the front and then dashes behind one of the columns. He pulls a homemade flask off of his bandolier and tosses it at the nearest (green) fiend. "Have at you, ah, fiends!"
◇ Ten Paces: 10-foot Step
◆ Stride
◆ Interact (retrieve bomb)
◆ Dread Ampoule (T): 1d20 + 8 ⇒ (16) + 8 = 24
Mental: 1d6 ⇒ 6 + 1 Splash + Frightened 1 vs. H4 Green (1 Splash vs. H3 Yellow)
Banterknell or BK |
BK begins a performance, hoping to make it lingering.
lingering performance: 1d20 + 7 ⇒ (4) + 7 = 11
Alas, he fails. and finishes up with a twist of the flute and a magical barrage on the lead... thing.
to hit, TK projectile, inspired: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
damage, inspired: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Bugtussle |
Bugtussle darts into the room, blinking with some degree of surprise to see what looks like devils (or maybe demons, he's not really sure) skulking about. "Okay, who invited you guys to the party?"
Not actually expecting an answer, he takes aim at Green with his pistol...
Strike vs. Green (Dueling Pistol; IC): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage (P): 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
...and then swiftly reloads. "And there's more where that came from!"
Intimidation (Demoralize): 1d20 + 6 ⇒ (10) + 6 = 16
Fake Out
Bugtussle will use this in conjunction with the next ally to attempt an attack roll against one of these things. Note that it specifies that Bugtussle doesn't actually have to fire his pistol.
Attack (Aid; IC): 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
______________
◇ Ten Paces (10 ft. step)
◆ Stride
◆ Strike
◆ Raconteur's Reload
Alanossë |
If green is still standing, Alanossë will target it as his hunted prey, get in a PBS stance, focus and fire…if green’s down, he’ll target red instead…
To hit: Base+DEX, Magic, IC
Damage: Base, PBS, IC
Magic Shortbow: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Relia Delain |
Hoping the others are taking care of red, Relia uses her nimble elven speed and rushes up to blue (1) and tries to stab and slice at it!
(1)
Dagger: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 vs. Blue Flat footed (surprise)
Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
Sneak attack: 1d6 ⇒ 1
(1)
Dagger: 1d20 + 8 - 4 + 1 ⇒ (18) + 8 - 4 + 1 = 23 vs. Blue Flat footed (surprise)
Slashing: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak attack: 1d6 ⇒ 1
GM Hawthwile |
Ovidivo's bottle shatters against the fiend's skin. While the act of destruction seems to delight the creature, the anguish from the vial's vapors has the opposite effect and it trembles where it stands. Bugtussle joins the fray with an inspirational (if not wholly recognizable) tune and a hurled rock that catches another outsider in the chest. Bugtussle's bullet bites deep into the frightened fiend and he swiftly reloads his gun even as he fires a cutting retort.
@Bugtussle, you would know that Green is already Frightened 1 from Ovidivo's dread ampoule. I'll assume you would like to redirect that Demoralize to Red instead, but let me know if that's incorrect and we'll retcon.
Alanossë's arrow hits his prey squarely between the eyes, which cross for a second as if trying to see its new appendage before falling limply to the ground.
For the lolz, Deadly: 1d10 ⇒ 9
Relia rushes into the room as well, taking advantage of her target's confusion to cut deep into its side with her blade.
The Temple in Ruins
Round 1! Bold may act!
Ovidivo
Alanossë
Banterknell
Cassimon
Bugtussle
Relia
Red (-11, Frightened 1)
Blue (-6)
Yellow (-1)
Green (-34)
Environmental Effects:
- Inspire Courage is active until Banterknell's turn in Round 2
What do you do?
GM Hawthwile |
Botting Cassimon
Cassimon strides forward and slashes at the closest fiend!
Cassimon Glaive, IC vs Red: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Slashing damage, IC: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Deadly damage: 1d8 ⇒ 6
He cuts the creature down, mercifully ending its hideous existence before moving to the next.
The two remaining fiends scream in rage and anguish. One bites at Relia...
Blue Jaws vs Relia Dodge AC 21: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Piercing damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Blue Jaws vs Relia AC 19: 1d20 + 9 - 5 + 1 ⇒ (6) + 9 - 5 + 1 = 11
Piercing damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Blue Jaws vs Relia AC 19: 1d20 + 9 - 10 + 1 ⇒ (11) + 9 - 10 + 1 = 11
Piercing damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
The elf ducks and dodges all the blows, though the first bite gets a bit too close to her face for comfort. The other fiend gets closer to Ovidivo - the better to bite his face off and claw his eyes out.
Yellow Bite vs Ovidivo AC 19: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Piercing damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Yellow Claw vs Ovidivo AC 19: 1d20 + 9 - 4 + 1 ⇒ (6) + 9 - 4 + 1 = 12
Piercing damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
But the pistolero is too quick on the draw to be caught standing where he should be, and he pulls back from the blows just in the nick of time to keep his nose from being nibbled.
The Temple in Ruins
Round 2! Bold may act!
Ovidivo
Alanossë
Banterknell
Cassimon
Bugtussle
Relia
Red (-25)
Blue (-6)
Yellow (-1)
Green (-34)
Environmental Effects:
- Inspire Courage is active until Banterknell's turn in Round 2
What do you do?
Alanossë |
Alanossë quickly moves up, firing twice at the creature attacking Relia…
To hit: Base+DEX, Magic, IC
Damage: Base, PBS, IC
Magic Shortbow: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Magic Shortbow: 1d20 + 10 + 1 - 5 ⇒ (18) + 10 + 1 - 5 = 24
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Ovidivo |
Ovidivo raises his slide pistol and fires it into the fiend's face.
He leans away from the column and yells at the other fiend while sliding the chamber over. "And you're in range of my next shot!"
◆ Strike: +1 slide pistol (E), ic: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 vs. Yellow H3
bludgeoning/piercing, singular focus, ic: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11 x 2
+ Fata: 1d10 ⇒ 8
And based on the Tracker, that ought to kill it.
◆ Raconteur's Reload - Demoralize: Intimidation (T): 1d20 + 6 ⇒ (14) + 6 = 20 vs. Blue H2
◆ Strike: +1 slide pistol (E), ic: 1d20 + 11 - 5 + 1 ⇒ (12) + 11 - 5 + 1 = 19 vs. Blue H2
bludgeoning/piercing, singular focus, ic: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Banterknell or BK |
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Naturally BK continues his frenetic tooting, inspiring all to new heights of frenetic bashing, including his own, though all he bashes is some wall.
to hit, TK projectile, inspired: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
damage, inspired: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
*inspire courage
**TK projectile
GM Hawthwile |
Alanossë Deadly: 1d10 ⇒ 10
Alanossë skewers one fiend with an arrow to the chest. The other's head explodes after trying to stop Ovidivo's bullet. Blood soaks into the exposed white soil, but none of it belongs to the Pathfinders.
Out of Combat!
With the hostile inhabitants slain, the explorers can investigate the room in more detail.
If you Critically Succeed:
A small set of stairs to the south opens into a long room with five stone columns forming a line through its center. The once-intricate details on the columns are now dust that coats the floor.
Banterknell Perception: 1d20 + 5 ⇒ (3) + 5 = 8 (+2 Scent 30 ft)
Bugtussle Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Cassimon Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ovidivo Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Relia Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Before Banterknell can move closer to inspect what remains, the rest of the group pulls him back and points out how each column is unstable and could collapse at the slightest provocation. Even footsteps seem to cause bits of plaster to flake off and float to the ground.
Each of the five (5) pillars is a hazard that needs to be disabled with either Crafting (requires Trained proficiency) or Athletics. Everyone who wants to attempt to disable can roll one (1) check now. If you don't want to attempt to disable a column, please let us know here so I know not to wait to hear from you.
Additionally, please check the Discussion thread for, well, a discussion. XD
What do you do?
Relia Delain |
Relia was just about to bring her daggers back in, but instead just kinda flourishes them with a wink to the others. "Nice work there boys."
Untrained Lore: 1d20 - 1 ⇒ (8) - 1 = 7
Looking at the pillars, Relia clucks her tongue a bit. "Um, so yea these aren't the kinds of things I'm used to working with. I'm great with people, sometimes locks, but masonry isn't really my thing. I could loan you my gear but I think otherwise I'd just be a distraction..."
I don't think Relia can do anything to help here, so she'll back off from this.
Banterknell or BK |
untrained dwarven lore: 1d20 ⇒ 9
"Looks like Droskar's. I think," he says, pointing at the carving in the altar
Having learned his lesson, BK stands back and waits at a safe distance for the professionals to disarm the traps. Though he does cast a Read Aura spell and scan any item within 30' for magic. But, as the casting takes 1 minute, he will be doing this for a while to keep occupied as the others do their thing.
I figure he will hold back 30' from a column and cast the spell on it, then move forward to do the same to the next one as they are disarmed or set off.
Cassimon Dohl |
Religion: 1d20 + 5 ⇒ (15) + 5 = 20
This is indeed the symbol of Droskar, the divinity of toil, among dwarves. Not a very kind or forgiving master.
Athletics: 1d20 + 5 ⇒ (17) + 5 = 22
Cassimon tries to prevent the pillar to harm anyone-including himself, if possible.
Bugtussle |
"Ditto," Bugtussle pipes up as he also gives Alanossë and Cassimon some room to work.
GM Hawthwile |
My apologies for the delayed post.
Alanossë struggles with the pillar's weight and instability, but Cassimon gets a firm handhold and wedges it solidly into place.
One failure and success, but we have four more to go. If folks want to speed this along, I'll bot some rolls in a spoiler below. If someone else wants to roll four (4) more checks, do so in your next post and we'll resolve those instead.
Cassimon Athletics: 1d20 + 5 ⇒ (19) + 5 = 24
Alanossë Athletics: 1d20 + 5 ⇒ (5) + 5 = 10
Cassimon Athletics: 1d20 + 5 ⇒ (2) + 5 = 7
Alanossë Athletics: 1d20 + 5 ⇒ (2) + 5 = 7
What do you do?
Banterknell or BK |
I'm good too, particularly since BK is at a safe (hopefully) distance
Ovidivo |
"Maybe if you push that brick there. No, left. Your other left!" Ovidivo shouts unhelpful instructions.
Heh. Where's my One for All swashbuckler when we need him?
Alanossë |
If it’s quicker GM, I can go ahead and roll four more times…
Alanossë nods at Ovidivo’s instructions and tries to adjust to what he did wrong the time before, attempting to disable the other columns…
Disable (Athletics): 1d20 + 5 ⇒ (9) + 5 = 14
Disable (Athletics): 1d20 + 5 ⇒ (18) + 5 = 23
Disable (Athletics): 1d20 + 5 ⇒ (19) + 5 = 24
Disable (Athletics): 1d20 + 5 ⇒ (10) + 5 = 15