| GM Super Zero |
Snarlfist has a sense that the creature is suddenly aware of being overwhelmed by numbers and superior skill. Nonetheless, his attack bounces harmlessly off of its shell. He is able to treat Seelah.
Just in time for the scorpion to snap up Aldonza. And pin her in its pincer. And squeeze her violently.
[ooc]Hit for 12 slashing damage -3 for Seelah's Retributive Strike (which misses, but Aldonza still gains the resistance), Grab, and Constrict--DC 21 basic Fort against 8 bludgeoning damage. (I rolled the wrong damage there--but I rolled a 1 on the d8. I'm not going to roll the correct, lower die and probably increase the damage, but I will correct the bonus.)
All PCs' turns.
Initiative:
Angvim
Seelah (35/78, shield raised)
Aldonza (17/66, enfeebled 1, stage one Mutant venom DC 20 Fort, Grabbed, DC 21 basic Fort vs 8 slashing damage)
Mutant Scorpion (-30, Grabbing Aldonza)
Murph (38/58)
Theo
Snarlfist
Pincer Aldonza: 1d20 + 14 ⇒ (15) + 14 = 29 for slashing damage: 1d8 + 9 ⇒ (3) + 9 = 12
constrict slashing damage: 1d8 + 9 ⇒ (1) + 9 = 10
Murph The Surf
|
I thought I was brighter than this, but I guess not'
Knowing the creature has an attack of opportunity, but seeing what needs to be done, Murph sets out
◆ Stride (and probably provoke)
◆ He strikes Yellow with his shortsword, and Yellow is flat footed due to Gang-up
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (11) + 15 = 26
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (5, 4) + 4 + (4, 6) = 23
◆ The off hand sneaks in as well
Second Strike with +1 striking Kukri(agile, finesse, trip, magical): 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25
Slashing damage plus Slashing Precision damage: 2d6 + 4 + 2d6 ⇒ (6, 4) + 4 + (1, 6) = 21
| GM Super Zero |
The scorpion's tail whips out as Murph approaches, catching him painfully in the side.
He still manages a pair of vicious attacks, and it squeals and shrieks as he drives his swords into its face.
15 piercing damage and a DC 20 Fort save, please.
Initiative:
Angvim
Seelah (35/78, shield raised)
Aldonza (9/66, enfeebled 1, stage one Mutant venom DC 20 Fort, Grabbed)
Mutant Scorpion (-74, Grabbing Aldonza)
Murph (23/58, DC 20 Fort)
Theo
Snarlfist
| cmlobue's pregen α |
◆ Strike
Longsword: 1d20 + 14 ⇒ (18) + 14 = 32
Slashing Damage: 2d8 + 4 ⇒ (1, 1) + 4 = 6
◆ Strike
Longsword: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11
Slashing Damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15
◆ Raise a Shield
↺ Retributive Strike
The next time an adjacent scorpion damages an ally, they get resistance 3 to that damage and the scorpion gets
Longsword: 1d20 + 14 ⇒ (15) + 14 = 29
Slashing Damage: 2d8 + 4 ⇒ (4, 3) + 4 = 11
| GM Super Zero |
And Seelah drives her sword into exactly the same spot, finishing the scorpion off.
And another crit. Murph left it with 1 hp. Though Aldonza is painted and Murph may be.
Theo Geisel
|
Theo stows his bow & moves to help Seelah with some healing.
Wielding his tools with aplomb, Theo gets to work on her wounds.
Medicine check vs DC 20: 1d20 + 8 ⇒ (15) + 8 = 23
healing: 2d8 + 10 + 4 ⇒ (1, 7) + 10 + 4 = 22
Theo Geisel
|
And, since he has training as a ward medic, he splits his attention between Seelah & Aldonzah.
Medicine check vs DC20: 1d20 + 8 ⇒ (14) + 8 = 22
healing for Aldonzah: 2d8 + 10 + 4 ⇒ (7, 3) + 10 + 4 = 24
Murph The Surf
|
I hope this goes better than the last one started out
Fort Save DC 20: 1d20 + 10 ⇒ (4) + 10 = 14
Not as bad as I expected, but still a fail and into Stage 1 of the Poison.
Murph moves to join Aldonza in puking on the Giant Scorpion corpse.
I don't feel very good.
When he gets to his next set of actions, Murph will pull out a Lesser Antidote and drink it before his next save
Snarlfist
|
Snarlfist does his best to help his allies with the poison.
Treat Poison (Assurance): 20 = 20
Treat Poison
With Robust Recovery I grant a +4 (instead of +2) on a success and upgrade your success to a crit success on the poison save.
"Snarlfist Medic." growls the aging hobgoblin.
| GM Super Zero |
Robust Recovery is probably more relevant. The venom has a maximum duration of six rounds, so it'll have run its course even in the worst case long before you've finished Treating Wounds.
So Murph takes poison damage: 3d6 ⇒ (3, 1, 6) = 10, then he and Aldonza can both make Fort saves with the +4 bonus from your medics.
Murph is feeling weak as well, though with all the scorpions down Snarlfist and Theo are able to concentrate on their medical efforts more easily.
Over near where the scorpions had been lurking, the party soon finds the carcass of a camel. By the look of the harness and bags it was carrying, it was part of a merchant caravan.
Little meat remains on the animal, and most of the goods it was carrying have been ripped apart. A few small items remain intact, which the Pathfinders determine to be four lesser healing potion vials, three antler arrows, and two vials of gecko potion.
Murph The Surf
|
Fort save with +2 item bonus from Lesser Antidote and +4 Circumstance bonus from Snarlfist Treat Poison: 1d20 + 10 + 2 + 4 ⇒ (15) + 10 + 2 + 4 = 31
Looks like a Critical Success even without the boost from Snarlfist's Robust Recovery from Success to Critical Success. I beleive that will get me completely free of the poison.
I still feel like a brewery wagon ran over me, but, I think the poison has run it's course. Thank you Snarlfist. Your ministrations really helped.
Once again the Pearly White Spindle Aeon Stone will start healing him 1 HP per minute.
Angvim Netherreach
|
As the fight ends, Angvim moves over to where the rest of the party is and starts taking bits and pieces of the scorpions as Snarlfist treats their wounds.
"That was an incredibly brutal fight" he says, keeping an eye on the place as everyone takes a well deserved rest.
| cmlobue's pregen α |
Seelah will also begin treating wounds.
Lay on hands, Refocus, Repeat
| GM Super Zero |
The Pathfinders are able to tend their wounds and resume their trek through the desert. Two days later, the dagger's dowsing ritual points in only one direction, zeroing in on something directly ahead. The next day, it spins around once more, indicating that they've found the right area.
Still in rocky desert terrain, they're able to seek higher ground and better vantage points, and before long they've found... something. Something that may be what they seek.
Its enormous and made of untarnished bronze. Its shape is reminiscent of a snapping turtle, with the edge of a sturdy shell and a broad head visible. It's buried in the rock itself, as though it sank into liquified rock and became stuck.
Murph recognizes that it is similar to automatons, though significantly larger than one of them would be expected to be. In the back of the creature's neck, protected by the lip of its shell, are two slots where something could be inserted.
The metalworking style of the slots matches that of the the calamitous dagger, and the dagger looks to be the right size and shape to fit the slot--and didn't Eando Kline say it had a twin?
| cmlobue's pregen α |
"It seems we are here too soon. I say we make for the oasis to the north (C2) so we don't risk running out of supplies, then head for the other area the dagger had been pointing at (I6) before circling back here."
Murph The Surf
|
Did they give us anything to let them know we have succeeded? A way to send a message perhaps? We should also watch out for enemies, as I thought he also said Aslyn's forces would be looking for the same thing we are.
| GM Super Zero |
Kline did give the Pathfinders a slate of distant letters to contact him with.
Murph The Surf
|
I thought we got something, but could not find it nor remember what it was called.
My thoughts on what to send via the tablet: Have found Device. Coordinates follow. About 14 days supplies on hand. Please advise should we: Guard device; explore area; wait for reinforcements. I think the coordinates would still fit in the message length.
Murph The Surf
|
If we have a little time for examination, Murph will take a look at the device
Engineering Lore to examine the Device: 1d20 + 11 ⇒ (2) + 11 = 13
And doesn't have a clue. Hopefully that won't screw things up.
Theo Geisel
|
While not specifically trained in either golem lore or engineering lore, Theo's Keen Recollection of many, varied, & sundry factoids allows him to attempt to RK as though he had (albeit at a slightly reduced value).
Keen Recollection about the imprisoned golem: 1d20 + 8 ⇒ (4) + 8 = 12
And he comes up just as clueless as Murph.
Angvim Netherreach
|
As they send their messages, Angvim takes his time analyzing the ancient golem.
1d20 + 13 ⇒ (14) + 13 = 27
| cmlobue's pregen α |
Seelah's preference is unlikely to change unless we get specific orders (which, as mentioned, is not likely from Eando). Resupply, find the site that may have the second dagger, and then check this out again. She won't insist on this course of actions if others are opposed.
| GM Super Zero |
There is no immediate response from Eando Kline, but then it may be some time before he sees the message.
Angvim meanwhile realizes that the construct here does seem to be a variant of Automaton, which means it's very likely a person. There doesn't seem to be much, if any, actual damage, and Automatons are able to endure the passage of a very, very long time.
But perhaps such an exceptionally large form of one requires a source of external magical power or a key--like the daggers. While the twin remains in Aslynn's clutches, the Pathfinders do have one of the pair...
And upon inserting it into one of the slots, the entire form of the construct shifts or trembles ever so slightly. Angvim hears a voice in his mind.
Thank you. I've been trapped here for so long, and most of it I had no energy and was barely even aware of the passage of time--which is better than the alternative. That, at least, gives me the strength to... well, not to talk. I can't move yet. But to think, and to speak telepathically. Only [i]very short range. Please, tell your fellows I invite them to touch me so that we can hear each other. I call myself Star, because after I was trapped but before I ran so low on energy I could barely think, I spent years with nothing to see but the stars. If I had another name I've forgotten it. Can you tell me what's happened here? Who are you? Do you know if other Automatons still live? They're supposed to be ageless, but the only test for that is time..."[/i]
Murph The Surf
|
Assuming Angvim passes along the information
Murph will approach and touch the construct.
Greetings Star, We are from the Pathfinder Society, an organization dedicated to exploring the past of Golarion, as well as collecting dangerous artifacts to keep them away from those who would use them for Evil. I personally don't know what happened here, but I can tell you some other automatons still exist.
Theo Geisel
|
Theo also gets involved in the conversation.
"I'm happy that we have the chance to converse with someone with your knowledge of Jistkan history. My name is Theodore Geisel & I'm also part of the Pathfinder Society."
| GM Super Zero |
So long alone... How fares Jistka? Fallen, must have. Someone would have come if there was anyone left. Pathfinder Society.. I am afraid some of my memory is hazy, Theodore Geisel. Perhaps the second key--but long lost, most likely...
As time passes, Star's thoughts become more put together and they become more conversant--as though waking up from a very long sleep.
The mental communication remains the only sign of anything happening, though, as the automaton's massive body remains completely still.
Before too long, the message on the slate is replaced by another: "Great job! En route. Not as fast, but straighter path with coordinates. Arrive soon. Can you guard site? Sign of Aslynn? How are supplies?"
But it's not too long after that the party hears someone else approaching. A trio of bugbears with a woman leading them who... isn't a bugbear. Elf perhaps? At the front of her party are two automatons who do not look well at all. Bearing signs of battle damage and extreme age, they look like they're barely patched up enough to move.
The Pathfinders have slight warning they're coming from the noise of their approach, but as soon as the elf spots them she stops her party. "Pathfinders!" she calls, "Destroy them!"
She levels her own weapon towards the Pathfinder team. Some kind of stick or pole? Those familiar with firearms may recognize it as a musket.
Snarlfist and Angvim's turns.
Initiative:
Snarlfist (86/86, Stealthy)
Angvim (63/63, Stealthy)
Yellow Bugbear
Sounrel, Daughter of Aslynn
Blue Automaton
Murph (58/58, Stealthy)
Orange Bugbear
Seelah
Aldonza
Purple Bugbear
Green Automaton
Theo
Snarlfist (Stealth): 1d20 + 11 ⇒ (19) + 11 = 30
Seelah: 1d20 + 8 ⇒ (12) + 8 = 20
Murph (Stealth): 1d20 + 13 ⇒ (12) + 13 = 25
Aldonza: 1d20 + 9 ⇒ (10) + 9 = 19
Angvim (Stealth): 1d20 + 13 ⇒ (17) + 13 = 30
Sounrel: 1d20 + 13 ⇒ (14) + 13 = 27
Bugbear (Yellow): 1d20 + 10 ⇒ (19) + 10 = 29
Bugbear (Purple): 1d20 + 10 ⇒ (5) + 10 = 15
Bugbear (Orange): 1d20 + 10 ⇒ (10) + 10 = 20
Automaton (Blue): 1d20 + 8 ⇒ (19) + 8 = 27
Automaton (Green): 1d20 + 8 ⇒ (2) + 8 = 10
| cmlobue's pregen α |
Seelah introduces herself to the automaton, and is prepared to explain their mission (and their potential ability to help Star further) when the elf and her cronies appear. Someone should probably let Eando know what's going on, but the champion has better things to do.
Angvim Netherreach
|
Seing the automaton interested in knowing more about the current world gives Angvim an excuse to flex his mental muscles as he sits with his back touching Star and starts a long conversation with him, mostly about bits a pieces of information he gets from his tome on the topic he's got bookmarked, telling him that if they spend enough time, he can actually pick a different topic to ask him about each day.
It's during this relaxing time that they get interrupted by strangers, the shouts of the elf leaving no doubt on what they are here for.
◆Exploit Vulnerability, red 1d20 + 13 ⇒ (2) + 13 = 15
◆Boomerang Attack, red Range increment included: 1d20 + 12 ⇒ (9) + 12 = 21bludgeoning damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18+ev
◆Cast Shield.
Snarlfist
|
With their elevated position Snarlfist forgoes stealth and slides down to lower ground behind the rock and takes cover.
Stride, Stride, Take Cover. (If it's already providing full cover I'll hide instead (stealth +11+cover))
| GM Super Zero |
That's a failure, but not a critical failure. And while she is flat-footed because of Angvim successfully Avoiding Notice, that's still not quite a hit.
The elf is caught off-guard by Angvim's sudden attack, but she's also quick. She ducks out of the way just in time. He doesn't pick up on any particular vulnerabilities, but there's a resentment in her that he might be able to exploit...
Snarlfist's turns.
Initiative:
Snarlfist (86/86, Stealthy)
Angvim (63/63)
Yellow Bugbear
Sounrel, Daughter of Aslynn (Personal Antithesis 4)
Blue Automaton
Murph (58/58, Stealthy)
Orange Bugbear
Seelah
Aldonza
Purple Bugbear
Green Automaton
Theo
| GM Super Zero |
The quickest bugbear, who is wearing a chain shirt and armed with a dagger and sickle (as are the others), moves closer. He throws his dagger at Snarlfist, his hand going for a second sickle at his belt. Well, he throws it at the boulder, anyway.
Stride, Stride, Strike: Critical failure
"I am Sounrel, daughter of Aslynn!" the changeling calls, an odd bitterness in her voice, "My mother's dagger is safe, but I'll gladly take yours."
With a word and a gesture--she vanishes from sight! But there's a loud CRACK and something hits Aldonza. She's still there.
Cast invisibility, Strike and hit for 13 piercing damage. She's invisible so nobody can see her, but she's not hiding her position at the moment.
One of the damaged automatons, with a piece of blue metal sticking out of it in what should have been a very uncomfortable way, moves forward. It opens its mouth and fires beams of blue energy at Seelah and Murph--though aiming around its bugbear ally it never has a chance.
Stride, Strike (failure), Strike (critical failure).
Murph's turn.
Initiative:
Snarlfist (86/86, Stealthy)
Angvim (63/63)
Yellow Bugbear
Sounrel, Daughter of Aslynn (Personal Antithesis 4, invisible, musket unloaded)
Blue Automaton
Murph (58/58, Stealthy)
Orange Bugbear
Seelah (78/78)
Aldonza (53/66)
Purple Bugbear
Green Automaton
Theo (40/40)
[spoiler=GM Dice]Yellow dagger attack Snarlfist: 1d20 + 12 ⇒ (2) + 12 = 14 for piercing damage: 1d4 + 7 ⇒ (3) + 7 = 10
Sounrel attack Aldonza, range increment: 1d20 + 14 ⇒ (11) + 14 = 25 for piercing/bludgeoning damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Blue attack Seelah: 1d20 + 9 ⇒ (15) + 9 = 24 for cold damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Blue attack Murph, MAP: 1d20 + 4 ⇒ (10) + 4 = 14 for cold damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7
Murph The Surf
|
apologies trying to post from phone
◆ Stride to get between Yellow and snarlfist
◆ He strikes Yellow with his shortsword, and Yellow is flat footed due to Gang-up
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (10) + 15 = 25
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (4, 2) + 4 + (3, 1) = 14
◆ The off hand sneaks in as well
Second Strike with +1 striking Kukri(agile, finesse, trip, magical): 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15
Slashing damage plus Slashing Precision damage: 2d6 + 4 + 2d6 ⇒ (6, 4) + 4 + (3, 6) = 23
| GM Super Zero |
Murph's first stab catches the bugbear unaware and wounds him, though he's ready for the next and parries with his sickle.
The next bugbear advances. He hurls his dagger at Murph, but it glances off of the rock.
Initiative:
Snarlfist (86/86)
Angvim (63/63)
Yellow Bugbear (-14)
Sounrel, Daughter of Aslynn (Personal Antithesis 4, invisible, musket unloaded)
Blue Automaton
Murph (58/58)
Orange Bugbear
Seelah (78/78)
Aldonza (53/66)
Purple Bugbear
Green Automaton
Theo (40/40)
| cmlobue's pregen α |
Seelah is very much looking forward to taking down Aslynn's child, but has a few minor details to work out first.
◆ Stride
◆ Strike
Longsword: 1d20 + 14 ⇒ (10) + 14 = 24
Slashing Damage: 2d8 + 4 ⇒ (4, 1) + 4 = 9
◆ Strike
Longsword: 1d20 + 14 - 5 ⇒ (11) + 14 - 5 = 20
Slashing Damage: 2d8 + 4 ⇒ (7, 7) + 4 = 18
If Yellow drops from the first attack, the third action will instead be a ◆ Step south.
Aldonza Delamorte
|
Aldonza winces at the gunshot, but the show must go on.
”Ladies and gentlemen, and children of all flavors! I present to you, for your viewing pleasure...”
She makes an elaborate bow. ”...Aldonza Delamorte...”
She gestures toward the others. ”...and entourage, in a theater-in-the-round performance that we like to call...”
She grins hungrily at the bugbears. ”Breathe Your Last”
Dancing up to the first one, she takes a stab at it with a flourish.
Perform (Panache), Stride, Strike
Performance: 1d20 + 12 ⇒ (14) + 12 = 26
Attack: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9 +3 with Panache
| GM Super Zero |
Seelah hits twice, and the second hit bloodies. Aldonza critically succeeds on her Performance check, and the bugbear is briefly fascinated before she hits him.
The final bugbear charges, hurling his dagger at Seelah as he approaches. It's a perfect shot, the weapon landing wedged between plates in her armor.
Max-damage crit, for 22 piercing damage.
The remaining automaton lumbers forward. It (They? It really doesn't seem very person-like, even if it once was) launches a barbed net at her. She dodges to the side, and it lands against the slope behind her.
Theo, Snarlfist, and Angvim's turns.
Initiative:
Snarlfist (86/86)
Angvim (63/63)
Yellow Bugbear (-53, bloodied)
Sounrel, Daughter of Aslynn (Personal Antithesis 4, invisible, musket unloaded)
Blue Automaton
Murph (58/58)
Orange Bugbear
Seelah (56/78)
Aldonza (53/66)
Purple Bugbear
Green Automaton
Theo (40/40)
Green net Aldonza: 1d20 + 9 ⇒ (7) + 9 = 16
Theo Geisel
|
Theo calls out mentally to Star.
"Are these automatons known to you? Do you have any sway with them?"
He then considers a shot at the Yellow-adorned (well, blood-spattered Yellow) before committing his shot.
Stratagem: 1d20 ⇒ 7
"Not likely." he thinks, opting to Recall Knowledge about the automatons.
Arcana or Occultism RK on the clanks: 1d20 + 10 ⇒ (4) + 10 = 14
Society RK on the Bugbears: 1d20 + 10 ⇒ (5) + 10 = 15
Pretty sure that's the extent of his turn.
Snarlfist
|
Snarlfist circles around the boulder and takes a stab at the yellow bugbear, flanking with Seelah.
stab vs Yellow FF(flanked): 1d20 + 15 ⇒ (16) + 15 = 31
piercing+SA: 2d8 + 4 + 2d6 ⇒ (8, 2) + 4 + (2, 4) = 20
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Snarlfist then takes another stab.
Preferably Yellow flanked, but swill hit orange if yellow is down.
skirmish stab: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
piercing: 2d8 + 4 ⇒ (3, 7) + 4 = 14
SA?: 2d6 ⇒ (4, 6) = 10
| GM Super Zero |
Theo doesn't hear any answer from Star, who remains entirely still. They haven't the strength yet to move or talk, it seems. Theo knows that bugbears are humanoids related to goblins, and even knows that Aslynn has many of them among her forces--but he doesn't recognize anything useful about these particular bugbears.
Snarlfist skewers one bugbear, who crumples even as he's stabbing the next.
That's a crit, which certainly finishes him. And a hit on the next one.
Angvim's turn.
Initiative:
Snarlfist (86/86)
Angvim (63/63)
Sounrel, Daughter of Aslynn (Personal Antithesis 4, invisible, musket unloaded)
Blue Automaton
Murph (58/58)
Orange Bugbear (-14)
Seelah (56/78)
Aldonza (53/66)
Purple Bugbear
Green Automaton
Theo (40/40)
Angvim Netherreach
|
Angvim keeps his eyes open for the dissapearing elf, his hand at the ready for when she reappears.
◇ Change implement from tome to weapon (whip)
◆ Cast Shield
◆◆ Ready an action (attack on Sounrel when he ca see her)
| GM Super Zero |
Snarlfist, if nobody else, can hear Sounrel moving towards him invisibly. What really gives her position away, though, is the odd syllable she utters and the flow of magic from her position towards his as she tries to restrain him with a spell.
DC 25 Will save against paralyze.
The automatons continue lumbering forward. One of them catches up to Seelah and Aldonza and stumbles in the sand, flailing their fists ineffectually.
Wow. That's a critical failure to attack Seelah and another to attack Aldonza.
Murph's turn.
Initiative:
Snarlfist (86/86)
Angvim (63/63)
Sounrel, Daughter of Aslynn (Personal Antithesis 4, invisible, musket unloaded)
Blue Automaton
Murph (58/58)
Orange Bugbear (-14)
Seelah (56/78)
Aldonza (53/66)
Purple Bugbear
Green Automaton
Theo (40/40)
Attack Seelah/Aldonza: 1d2 ⇒ 1
Attack: 1d20 + 10 ⇒ (3) + 10 = 13 for bludgeoning damage: 1d8 + 6 ⇒ (1) + 6 = 7
Attack other: 1d20 + 6 ⇒ (5) + 6 = 11 for bludgeoning damage: 1d8 + 6 ⇒ (7) + 6 = 13
Murph The Surf
|
Murph tries to concentrate on taking out the Bugbears for now.
This action is based on Snarlfist threatening Orange. If Snarlfist gets Paralyzed and can't threaten, the attack goes toward Blue, who is threatened by Seelah
◆ Step toward Orange
◆ He strikes Orange with his shortsword, and Orange is flat footed due to Gang-up
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (7) + 15 = 22
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (1, 2) + 4 + (6, 2) = 15
◆ The off hand sneaks in as well
Second Strike with +1 striking Kukri(agile, finesse, trip, magical): 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
Slashing damage plus Slashing Precision damage: 2d6 + 4 + 2d6 ⇒ (5, 3) + 4 + (6, 4) = 22
| GM Super Zero |
As Murph hits the bugbear, he howls in response. He swipes his sickle at Murph and then--when did he even draw it!?--his second sickle as well. But his two weapons clash clumsily together harmlessly.
* Draw Sickle
** Twin Feint. First attack misses, but Murph is flat-footed against the second attack--which still critically fails.
Seelah and Aldonza's turns.
Initiative:
Snarlfist (86/86, DC 25 Will save)
Angvim (63/63)
Sounrel, Daughter of Aslynn (Personal Antithesis 4, invisible, musket unloaded)
Blue Automaton
Murph (58/58)
Orange Bugbear (-29)
Seelah (56/78)
Aldonza (53/66)
Purple Bugbear
Green Automaton
Theo (40/40)
Attack: 1d20 + 13 ⇒ (3) + 13 = 16 for slashing damage: 1d4 + 7 ⇒ (2) + 7 = 9
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 for slashing damage: 1d4 + 7 ⇒ (4) + 7 = 11 and precision damage: 1d6 ⇒ 2
Snarlfist
|
Snarlfist Resists Elf Magic
Will: 1d20 + 9 ⇒ (17) + 9 = 26
Extra +1 if it's arcane, not that it matters
Snarlfist resists the worst of the magic.
Stunned 1, assuming incapacitation doesn't help me.