| GM Ladile |
Free from Blue's grasping tongue, Rickle raises his shield and draws out his weapon. He'd really rather not risk the chameleons getting free and so tries to clonk Blue over the head with the weapon's hilt - but even confined to a (rather cramped) cage, the chameleon manages to avoid the blow.
______________
Round 2
Zekki
==============
Giant Lizard Red (Goading Feint’d)
Giant Lizard Blue
==============
Rickle (-19)
Clarence (Shield)
Iskra (Grabbed)
Wysteria
Active Conditions:
Environmental Conditions: None
Zekki may act!
Zekki
|
Zekki breathes a sigh of relief, as the lizards stay put in their crate. She aims at the red lizard, trying to find a good place to land a bullet.
Devise a Strategem: 1d20 ⇒ 4
Finding Rickle mostly in the way, she switches to the reddish one in the back, moving to get a better angle.
Sling, nonlethal: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 for bludgeoning: 1d6 - 1 ⇒ (4) - 1 = 3
◆ Devise a Strategem
◆ Stride
◆ Sling
| GM Ladile |
Red vs. Iskra (Jaws; GF): 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 (Crit; negated by Rickle's reaction).
Red vs. Iskra (Jaws): 1d20 + 7 ⇒ (20) + 7 = 27 (Crit).
Damage (P): 1d10 + 7 ⇒ (8) + 7 = 15 (Doubled to 30)
Red vs. Iskra (Jaws): 1d20 + 2 ⇒ (8) + 2 = 10
Blue vs. Rickle (Jaws): 1d20 + 14 ⇒ (19) + 14 = 33 (Crit; Shield Block occurs)
Damage (P): 1d10 + 9 ⇒ (4) + 9 = 13 (Doubled to 26, down to 21 from Shield Block)
Blue vs. Rickle (Jaws): 1d20 + 9 ⇒ (18) + 9 = 27 (Hit)
Damage (P): 1d10 + 9 ⇒ (9) + 9 = 18
Blue vs. Rickle (Jaws): 1d20 + 4 ⇒ (20) + 4 = 24 (Crit ;_;)
Damage (P): 1d10 + 9 ⇒ (8) + 9 = 17 (Doubled to 34 but Rickle is already down so nothing actually happens.)
Zekki feels a little better about the situation once she realizes that the lizards aren't going anywhere. She tries to figure out a good place to strike at Blue but with Rickle standing right in front of it, she instead aims for Red and pops it upside the head with a sling bullet.
Red continues trying to chew on the tasty morsel caught with its tongue. Time seems to slow down as the jaws close in on Iskra...and just when it looks like they're about to rip into her, Rickle's power somehow makes the chameleon contemplate its life choices! (Critical hit...but Rickle uses Glimpse of Redemption & Iskra takes no damage.) Still, the chameleon is just a lizard and instinct is quick to kick back in as it tries again to take a bite out of Iskra and this time there's no respite as the jaws clamp down with agonizing force! (Critical hit; Iskra takes 30 damage.) A third bite follows but Red is momentarily tuckered out and misses.
Even without a tongue, Blue absolutely savages Rickle with a flurry of bites. The goblin is able to block a little of the damage with his shield but still unfortunately suffers an agonizing bite (critical hit) like what Iskra did. A second, less powerful bite connects and Rickle's world goes dark as he collapses. Those watching get the feeling that Blue is a little bit stronger than his counterpart Red...
Rickle takes a total of 39 damage and is now at Dying 1. My dice against you guys have unfortunately been hot this round; please feel free to peek under the GM Screen spoiler if you want to see what I mean :\
______________
Round 2/Round 3
Zekki
Rickle (Dying 1)
==============
Giant Lizard Red (-3 NL)
Giant Lizard Blue
==============
Clarence (Shield)
Iskra (-30; Grabbed)
Wysteria
Active Conditions: None
Environmental Conditions: None
Clarence, Iskra, Wysteria are up at the bottom of Round 2 and Zekki, Rickle are up at the top of Round 3!
Iskra_2005
|
Wow that hurt
Iskra reels in pain at the bite, it is almost more than she can stand and now Rickle is on the ground completely passed out! Her mind is at risk of being lost in a panic, but she centers herself on the fundamentals.
* Escape Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10
Hero Point Reroll that Escape Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27
IDK what to do while waiting to see if an escape was successful so I'll wait for instructions before doing my other two actions
Clarence The Hunter
|
Clarence sees Rickle go down. Though he believes that the more manly thing to do is to attack the lizard, he pulls out a healing potion, steps towards Rickle and pours the potion down the goblin's throat. Though he does wonder what would have happened if he'd missed Rickle's mouth and poured it down his nose instead.
Minor Healing: 1d8 ⇒ 8
"Wake up, little friend. Later on, I teach you cannonball!"
◆ Stride
◆ Interact to Draw
◆ Interact to Pour the potion down Rickle's throat
Rickle, Goblin Champion
|
| 1 person marked this as a favorite. |
Rickle stands and wavers. He sees that Iskra is injured and staggers over to her. "Ipfkin rempa," he mumbles, reaching out to her with Sarenrae's light.
* Stand
* Stride
* Lay on Hands. Iskra heals 12 hp and gains a +2 status bonus to AC for one round.
Zekki
|
"No, BAD LIZARD!" screeches Zekki as Rickle falls. She spits a vial into her hand, dashes some herbs into it, then tosses it at the back corner of the cage. aiming for blue, but hopefully where her companions won't get splashed
Bomb: 1d20 + 8 ⇒ (7) + 8 = 15 for poison: 1d6 ⇒ 1 plus persistent poison: 1d4 ⇒ 1 and 1 splash
◆ Retrieve Vial
◆ Quick Tincture
◆ Throw Bomb
Wysteriaa
|
Wysteria is again shocked by the intensity of the creatures' vicious attacks. Only fair to return the favour, she thinks.
Wysteria casts Electric Arc on both lizards, DC 19 reflex to save.
Electric Arc damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
With barely a thought, she maintains the shield on Clarence, fully aware with hindsight that she may have put that on the wrong target... ;)
| GM Ladile |
Apologies; work ended up being busy Tuesday & Wednesday night and I've spent a good portion of tonight getting my new PC set up. Ready to resume!
Red Reflex (DC 19): 1d20 + 12 ⇒ (2) + 12 = 14
Blue Reflex (DC 19): 1d20 + 14 ⇒ (11) + 14 = 25
Terribly injured, Iskra fights down the urge to panic and instead puts all of her efforts into twisting free of Red's tongue. Though Red has a pretty good grip on her, it's no match for her smooth moves and she manages to slip free!
Iskra is no longer grabbed and may take her two additional actions.
While he'd much rather swing his weapon at one of the chameleons, Clarence isn't heartless. He pulls out a healing potion and steps up to Rickle, pouring it down the unconscious goblin's throat and bringing him back to the waking world. Rickle woozily gets to his feet and stumbles to Iskra's aid, healing some of her wounds and granting her a small protective boon.
Zekki, alarmed and horrified, quickly mixes up a bomb and tosses it towards the back part of the cage. The vial goes a little high and shatters just outside of the cage but does splash both lizards a little bit.
Wysteria is also alarmed and decides to fight back with a bit of magic, sending a cracking arc of electricity at the two lizards. While Blue manages to avoid part of the blast, Red isn't so lucky.
______________
Round 2/Round 3
Zekki
Rickle (-35; Wounded 1)
==============
Giant Lizard Red (-3 NL; -10)
Giant Lizard Blue (-5)
==============
Clarence (Shield)
Iskra (-18; +2 AC Status Bonus, 2 Actions Pending)
Wysteria
Active Conditions: None
Environmental Conditions: None
Iskra may act!
Iskra_2005
|
| 1 person marked this as a favorite. |
Slipping free she still feels the sweat running down her neck from the bite. She twirls from the slip maneuver into a finishing flourish and then seemlessly into another feint to really send the foe reeling in the blitz of practiced swordplay. When done with her combo she bends her knees ever so slightly ready to dodge.
Confident Finisher and Goading Feint
Shortsword: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
Failure Effect "You deal half your precise strike damage to the target." (2d6/2)
Damage: 2d6 ⇒ (6, 2) = 8 Couldn't figure out the /2 so 8/2= 4 damage
Feint: 1d20 + 10 ⇒ (5) + 10 = 15
Reaction: The first attack coming at me I will use Nimble Dodge feat and make my AC 22. All following attacks are at my normal AC of 20
| GM Ladile |
Red vs. Iskra (Tongue): 1d20 + 12 ⇒ (2) + 12 = 14
Red vs. Iskra (Tongue): 1d20 + 8 ⇒ (2) + 8 = 10
Red vs. Iskra (Bite): 1d20 + 2 ⇒ (14) + 2 = 16
Blue vs. Iskra (Bite): 1d20 + 14 ⇒ (3) + 14 = 17
Blue vs. Iskra (Bite): 1d20 + 9 ⇒ (1) + 9 = 10
Blue vs. Rickle (Bite): 1d20 + 4 ⇒ (14) + 4 = 18
Though tense, Iskra attempts to execute a graceful finishing flourish against Red. The strike doesn't directly pierce the creature's hide like she was going for but it still grazes the chameleon and does some damage. She then tries to feint against the creature but with its sharp eyes it doesn't seem fooled. Still, Iskra isn't one to give up and she readies herself to dodge what seems like an inevitable counterattack.
Both lizards don't seem unwilling to give up on a potential meal just yet. Red tries twice to catch hold of Iskra with its tongue and then tries to catch her with its teeth, but Iskra easily dodges all of it. Blue also tries to bite at the nimble fencer, twice, but can't catch her either. Then, alarmingly, it cranes its neck out through the bars of the cage and tries to snap at Rickle, perhaps thinking the goblin an easier target. Luckily Rickle sees it coming and avoids getting another taste of Blue's sharp teeth.
And now you know that these guys have a 10 ft. reach on their bite attacks.
______________
Round 3/Round 4
Zekki
Rickle (-35; Wounded 1)
==============
Giant Lizard Red (-3 NL; -14)
Giant Lizard Blue (-5)
==============
Clarence (Shield)
Iskra (-18; +2 AC Status Bonus)
Wysteria
Active Conditions: None
Environmental Conditions: None
Clarence, Iskra, Wisteria are up at the bottom of Round 3 and Zekki, Rickle are up at the top of Round 4!
Rickle, Goblin Champion
|
Clearing his head a little, Rickle realizes he's left his dogslicer and shield over at the other end of the crate. He slips out his horsechopper instead, though laments the realization that it doesn't give him the reach advantage he'd hoped for.
He tries to sweep the lizard off its feet before slicing at it.
* Draw weapon
* Trip Red Athletics: 1d20 + 11 ⇒ (4) + 11 = 15
* Attack Strike: 1d20 + 4 ⇒ (1) + 4 = 5 for Slashing: 1d8 + 4 ⇒ (3) + 4 = 7
Reaction: Glimpse of Redemption if an enemy within 15 feet damages an ally within 15 feet.
Wysteriaa
|
Wysteria's eyes seem to unfocus slightly as she shimmers and wavers in the morning light, her form appearing to jump back and forth in space several times before the effect fades, leaving her in a new location. Using my Bend Time ability to stride once to behind and just north of Rickle.
She mutters arcane words and raises her hand, which somehow continues to ripple in the air, as if seen through the heat shimmers of a desert sun, and carefully touches Rickle, transferring the effect to him. Casting Blur on Rickle, which will provide Concealment for one minute.
"Careful now, but I think we must put these creatures to rest, permanently or otherwise!" she says, sparing a moment of concentration to perpetuate the defensive enchantment on Clarence.
Zekki
|
Zekki stays right where she is, hopefully out reach of anything else the lizards might show. She reloads her sling and aims carefully at Blue, whirling the sling over her head.
Devise a Strategem: 1d20 ⇒ 6
Blue seems rather dodgy, so she takes a wild shot at Red instead.
sling, nonlethal: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
bludgeoning: 1d6 - 1 ⇒ (1) - 1 = 0
◆ Reload
◆ Devise a Strategem
◆ Strike
Iskra_2005
|
Deep breaths, composing her mind to the flow of the next series of strikes. She calls out during a pause in her motion, "Be careful!"
A shift of the foot to feint right while pivoting the hips for a sting of her sword to the left.
Goading Feint Deception: 1d20 + 10 ⇒ (16) + 10 = 26
Clarence The Hunter
|
Clarence unstraps his shield from his back. He steps forward and swings at Blue.
+1 Longsword vs Blue: 1d20 + 11 ⇒ (1) + 11 = 12
Clarence trips on a loose rock and nearly drops his sword.
+1 Longsword: 1d20 + 11 ⇒ (2) + 11 = 13
Clarence kicks the dice bot
◆ Interact to Draw Shield
◆ Step
◆ Whiff
↺ Reactive Shield - When hit in melee, raise shield to get bonus to AC vs that strike
| GM Ladile |
Rickle draws out his backup weapon and attempts to trip Red but the chameleon manages to keep its footing. The goblin follows up with a strike at the creature but isn't able to connect.
Wysteria uses her powers to bend time and space and warp herself behind Rickle, before granting the goblin a bit of defensive blurring magic. She also maintains her defensive shield on Clarence.
Zekki remains at a distance and tries to pinpoint some weakness of Blue's, but quickly decides that it might be best to focus on Red for now. She flings a soft, spongy stone at Red - she has no trouble connecting but the stone doesn't seem to actually have any noticeable effect on the creature.
Iskra readies herself for another barrage of attacks and once again attempts to do a fake-out against Red...and this time, it seems to work! (Red is now Goading Feint'd - that still leaves you with two actions if you want to do anything else.)
Clarence moves up into the fray now too, drawing out his shield before attempting to strike at Blue with his longsword. The strike misses and Clarence to defend himself with his shield.
______________
Round 3/Round 4
Zekki
Rickle (-35; Blur, Wounded 1)
==============
Giant Lizard Red (-3 NL, -14, Goading Feint’d)
Giant Lizard Blue (-5)
==============
Clarence (Shield)
Iskra (-18; 2 Actions Remaining)
Wysteria
Active Conditions: None
Environmental Conditions: None
Iskra may act!
Iskra_2005
|
| 2 people marked this as a favorite. |
*Nonlethal Shortsword vs Red: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Failed
* Confident Finisher Nonlethal Shortsword vs Red: 1d20 + 10 - 2 - 5 ⇒ (20) + 10 - 2 - 5 = 23
Critical Damage: 2d6 + 4d6 ⇒ (6, 6) + (4, 6, 3, 4) = 29
Hope I did that right.
| GM Ladile |
Nice crit!
Red Stealth (Hide): 1d20 + 13 ⇒ (12) + 13 = 25
Blue vs. Clarence (Bite): 1d20 + 14 ⇒ (10) + 14 = 24 (GoR kicks in; Blue eats the Enfeeble 2)
Damage (P): 1d10 + 9 ⇒ (2) + 9 = 11 (Clarence resists 5, Shield Block eats another 5)
Blue vs. Rickle Concealment (DC 5): 1d20 ⇒ 12
Blue vs. Rickle (Bite): 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Blue vs. Iskra (Bite): 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
After an initial failed attempt Iskra hauls off and manages to strike Red with a powerful blow, right where it hurts! Even though her strike is meant to incapacitate rather than kill, Red has clearly had enough - it's taken quite a beating and food isn't supposed to fight back this much! It shifts the color of its scales, blending in with the surroundings and becoming hidden...well, sort of. You still know where it is because it can't physically leave the cage.
Red has become hidden from everyone (it specifically doesn't need cover to do this). If you want to keep targeting it you'll need to make a DC 11 Flat Check to do so, but otherwise it's out of the fight.
Blue hasn't gotten the memo, however, and continues trying to chow down on anyone within reach. It first bites at Clarence and is forced to consider its sins, but being hungry, ignores the glimpse of redemption and chomps down. However, Clarence not only blocks with his shield but finds that his skin seems to somehow resist against Blue's piercing teeth. Wysteria's shield mitigates the rest, leaving the half-orc completely uninjured! It next tries to bite at Rickle and though it manages to see through the blurring effect, the goblin easily evades the bite. Last but not least, Blue snaps at Iskra but she too easily avoids being bitten.
______________
Round 4/Round 5
Zekki
Rickle (-35; Blur, Wounded 1)
==============
Giant Lizard Blue (-5; Enfeebled 2)
==============
Clarence (Shield)
Iskra (-18)
Wysteria
Active Conditions: None
Environmental Conditions: None
Everyone may act!
Iskra_2005
|
| 1 person marked this as a favorite. |
Iskra pivots on the balls of her feet to face the lizard which is still actively biting out at her and the rest of the team. Keepings a look out for a sudden change in behavior from the last lizard she shifts priorities to a foe she can see instead of playing a guessing game. If the first lizard wants more it can ask for it!
As her toes finish their turn her heel slams down to the ground, a slide from the leading foot out towards the monster making her profile low in the reach of her sword. Yet it is yet another feint. The last never learned and this second one will regret its persistence!
* Feint
Deception: 1d20 + 10 ⇒ (4) + 10 = 14
| GM Ladile |
Though pleased that at least one of the chameleons is all out of fight, Iskra isn't about to let her guard down. She attempts to brandish her sword and throw Blue off-kilter, but the overgrown lizard is quite perceptive to her movements and doesn't seem to be fooled.
______________
Round 4/Round 5
Zekki
Rickle (-35; Blur, Wounded 1)
==============
Giant Lizard Blue (-5; Enfeebled 2)
==============
Clarence (Shield)
Iskra (-18; 2 Actions Remaining)
Wysteria
Active Conditions: None
Environmental Conditions: None
Everyone may act!
Clarence The Hunter
|
Clarence roars with rage and pokes Blue.
+1 Longsword vs Blue: 1d20 + 11 ⇒ (14) + 11 = 25
Piercing?: 1d8 + 3 ⇒ (8) + 3 = 11
He attempts to poke Blue again before raising his shield in defense.
+1 Longsword vs Blue, MAP: 1d20 + 6 ⇒ (17) + 6 = 23
Piercing?: 1d8 + 3 ⇒ (5) + 3 = 8
+1 Longsword: 1d20 + 11 ⇒ (2) + 11 = 13
Piercing?: 1d8 + 3 ⇒ (5) + 3 = 8
If he's hit, he will shield block
◆ Poke
◆ Poke
◆ Raise Shield (+2 AC)
Iskra_2005
|
Annoyed, but not flustered, Iskra pivots again to faint at a different angle. Deeply focused on getting into the rhythm of her attacks and get not just a hit in on the creature but one that shows the superiority of her technique.
*2nd Goading Feint
Deception: 1d20 + 10 ⇒ (8) + 10 = 18
| GM Ladile |
Clarence has finally HAD ENOUGH! With a roar of anger he swings his longsword twice at Blue, slicing two respectable-sized wounds into the creature's hide! He then raises his shield, ready for another barrage of attacks.
Iskra continues trying to feint against the creature and throw it off-kilter, but it stubbornly continues to track her movements. (It's got a pretty good Perception DC and the dice-bot has been unfortunately fickle for you.)
______________
Round 4/Round 5
Zekki
Rickle (-35; Blur, Wounded 1)
==============
Giant Lizard Blue (-24; Enfeebled 2)
==============
Clarence (Shield)
Iskra (-18; 1 Action Remaining)
Wysteria
Active Conditions: None
Environmental Conditions: None
Zekki, Rickle, Iskra, Wysteria may act!
Iskra_2005
|
I am a Swashbuckler, I am just a bad fighter without Panache. I thought about tumble, but they are in cages so that won't really work either. Its just the weakness of Swashbucklers that they struggle against anything with good Reflex and/or Perception/Will. But since the odds are bad would it be alright if I roll three feints at once and we just take back all feints after the one that succeeds. That way I am only taking 2 turns at most. I am going to Feint again, at least this time my turn is over one way or the other.
*Goading Feint
Deception: 1d20 + 10 ⇒ (12) + 10 = 22
Wysteriaa
|
Wysteria waits for her moment, dropping the shield on Clarence and instead using her magic to assist her aim. She points a finger to launch a gobbet of flame at the blue lizard, trying not to strike it in a vital spot, but maybe ruin its day a bit.
True Strike, followed by Produce Flame, with -2 for non-lethal
Attack Roll 1: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Attack Roll 2: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Flamey damage!: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Rickle, Goblin Champion
|
| 1 person marked this as a favorite. |
Suddenly realizing that he never posted his turn in this game,
Rickle sweeps his weapon low in another attempt to throw the creature off-balance, then follows it up with a slice towards the chameleon's head--no, not a slice. He twists his weapon at the last moment to strike with the flat. Lizards are cargo, apparently.
He then takes a step back, hopefully out of reach this time. It's not how he learned to fight, but at the moment he's really feeling the goblin tactics and remembering one of the reasons he's been trying to learn other ideas from his halfling friends.
* Trip Athletics: 1d20 + 11 ⇒ (6) + 11 = 17
* Strike Attack, MAP/nonlethal: 1d20 + 2 ⇒ (6) + 2 = 8
* Step
Reaction: Glimpse of Redemption if an enemy within 15 feet damages an ally within 15 feet.
| GM Ladile |
Zekki DoS: 1d20 ⇒ 17
Strike vs. Blue (Sling): 17 + 8 - 2 = 23
Damage (NL): 1d6 - 1 + 1d6 ⇒ (5) - 1 + (2) = 6
1=Iskra, 2=Clarence
3d2 ⇒ (1, 2, 1) = 4
Blue vs. Iskra (Enfeebled 2, GF): 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23
Damage (P): 1d10 + 9 ⇒ (7) + 9 = 16
Hit but GoR eats it~
Blue vs. Clarence: 1d20 + 9 ⇒ (1) + 9 = 10
Blue vs. Iskra: 1d20 + 4 ⇒ (14) + 4 = 18
With dogged determination, Iskra tries once again to feint against Blue...and this time, she's certain she's thrown it for a loop - though just barely. But just barely is all she needs. (Success!)
Thinking that perhaps a strong offense would be more prudent, Wysteria allows the shield around Clarence to expire and uses her magic to bolster her own aim. She then flings an orb of flame that connects and delivers a nice singe to the chameleon's scaly hide!
Rickle tries once more to trip Blue before attempting to crack the creature under the jaw with the flat of his blade, but the chameleon manages to avoid all of his efforts. Not wanting to suffer another painful bite, the goblin then falls back a step to consider his options.
Zekki reloads her sling and manages to pinpoint a vulnerable point on the chameleon. She takes aim and flings the sling stone, which connects solidly!
Blue is also doggedly determined and snaps out again, first at Iskra - who finds herself protected by her own cleverness and Rickle's redemptive powers - and then at Clarence. But to no avail. One last, third attempt is directed at Iskra again but she has no trouble dodging it.
______________
Round 5/Round 6
Zekki
Rickle (-35; Blur, Wounded 1)
==============
Giant Lizard Blue (-24, -16 NL)
==============
Clarence
Iskra (-18)
Wysteria
Active Conditions: None
Environmental Conditions: None
Everyone may act!
Clarence The Hunter
|
Clarence pokes Blue again before raising his shield.
+1 Longsword vs Blue: 1d20 + 11 ⇒ (19) + 11 = 30
+1 Longsword vs Blue: 1d20 + 6 ⇒ (8) + 6 = 14
Piercing: 1d8 + 3 ⇒ (1) + 3 = 4
Double if it's a crit
Rages against the dice bot!!
◆ Poke
◆ Whiff
◆ Shield up
↺ Shield block if he gets hit
+1 Longsword: 1d20 + 11 ⇒ (4) + 11 = 15
Piercing: 1d8 + 3 ⇒ (2) + 3 = 5
Iskra_2005
|
Doggedly determined indeed. Others might call inflexible, but Iskra is proud and stubborn and won't let even the most perceptive foes force her to compromise. Victory of the worthy foe is itself worth the dedication.
That said a duelist with only one series of moves is a bad duelist, a simple change in aggression is no concession to the beast.
She alters her gripe for lighter attacks. One more feint for good measure, but then all sting!
One normal feint to fish for Flat Footed. +1 Circumstance bonus to Deception from Panache
Deception: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Success or failure we move into two strikes.
Shortsword: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Shortsword: 1d20 + 10 - 5 - 2 ⇒ (13) + 10 - 5 - 2 = 16
The combo finished she leans into the balls of her feet to give her the spring for a sudden roll.
Reaction: If I am attacked I will Nimble Dodge for AC 22 on first attack.
| GM Ladile |
Clarence continues to poke at Blue with his sword, this time connecting with a powerful-looking strike! Though his follow-up is a miss, Blue is definitely not looking too happy with all the cuts and bruises it has accumulated. Clarence then raises his shield, ready for anything.
Buoyed by her success, Iskra tries once more for a feint before going on the offensive. While Blue isn't inclined to be fooled again so soon, the duelist is able to connect with her first strike and opens up another bleeding wound on the lizard!
______________
Round 5/Round 6
Zekki
Rickle (-35; Blur, Wounded 1)
==============
Giant Lizard Blue (-37, -16 NL)
==============
Clarence
Iskra (-18)
Wysteria
Active Conditions: None
Environmental Conditions: None
Wysteria, Zekki, Rickle may act!
Rickle, Goblin Champion
|
Rickle moves close enough to try again. Sweep, jab.
"Go on, disappear! Be a good lizard."
* Step
* Trip Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
* Strike Attack (MAP/nonlethal): 1d20 + 2 ⇒ (11) + 2 = 13
Wysteriaa
|
With few non-lethal options available to her, Wysteria takes a deep breath and launches another bolt of flame at the lizard, preceding her missile with a minor enhancement to her timing, trying to avoid striking the bars...
Time Sense for a +1 to hit, followed by a non-lethal Produce Flame.
Produce Flame Attack Roll: 1d20 + 9 - 2 + 1 ⇒ (7) + 9 - 2 + 1 = 15
Flamey Hurtage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
| GM Ladile |
Trip Damage (B): 1d6 ⇒ 3
Eager to end the fight, Rickle once more steps up and aims a sweep at Blue's legs - and nails it! Not only does Blue get tripped up and fall but it even thumps its head against the bars of the cage as it goes down. With that, plus Wysteria sending another orb of fire flying over its head, Blue finally seems to have had enough as well. Even as Zekki readies herself to fling another stone, Blue uses its innate camouflaging abilities to meld in with the bits of greenery in the cage and hide.
Combat Over!
With the chameleons no longer a threat - but still very much alive and without any lasting injuries - you've got time to mend your wounds and refocus yourselves before moving on to the other crates.
Rickle, Goblin Champion
|
"Lizards... Check."
Rickle retrieves his fallen armaments before seeing if he can get the crate closed again.
"I can do more healing... but I gotta rest a minute, first."
Iskra_2005
|
Breathing heavily Iskra sheathes her weapons and pulls a handkerchief from per pocket and wipes away her perspirations.
What... was that supposed to be safe... the safe cargo Aspis was expecting?
She looks to Rickle to acknowledge him, "Yes, a good bout it might have been but we have earned our time on the bench to recuperate before the next b@%&%~#s."
Clarence The Hunter
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Clarence retrieves his weapons and rejoins the group. He's not even winded. "Maybe later after we complete our mission I will show you a trick I learned in Port Peril!"
Wysteriaa
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Wysteria takes a moment to recover, paging through a sheaf of leaves covered in tightly-packed mystical script. Rivulet sits on her shoulder and emits tiny droplets of shimmering liquid that are rapidly absorbed into her skin.
Refocusing and using Familiar Focus to regain an additional point.
Back up to 3.
"Well, that was quite a discovery. I hope the other crates are less violent, but we should be prepared for anything, yes?"
Wysteria carefully arranges her equipment and straightens her petals, taking a few steps towards the next nearby crate. Careful not to touch the object, she carefully examines it. "Herbs, this says. Hmph."
I do have Plant Lore, if that's something that might help here.
Iskra_2005
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"Clarence, help me with this!", Iskra stands near the fallen sides of the crate. Her handkerchief slipped back in a pocket she is down low to pick up the crate side again.
"We gave them more than they could eat, but I am in no mood for a rematch. Lets close this up put a big notice on the side and move on."
Clarence The Hunter
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Clarence heads over and helps Iskra close up the crate. "Sleep well, lizards" he calls as they nail the side shut.
| GM Ladile |
Wysteria Plant Lore: 1d20 + 9 ⇒ (15) + 9 = 24
Everyone takes a few minutes to catch their breath, rest, and refocus before getting back to the task at hand. Rickle, Iskra, and Clarence work together to get the lid back on the chameleon crate and manage to do so without further incident. Once that's done, you rig up a notice on the side of the crate to warn others to approach and handle the creatures with plenty of caution. What do the Aspis need with giant chameleons, anyway?
Meanwhile, Wysteria moves over to a much smaller crate designated on the manifest as 'herbs'. The crate itself looks quite ordinary and Wysteria can definitely detect a melange of earthy, herb-y aromas coming from within. While the Mwangi Expanse has its fair share of interesting and aromatic flora, Wysteria doesn't recognize any of the scents leaking out of the crate as belonging to this particular region. Though visual inspection will confirm it, she's already fairly certain that whatever herbs and plants are in the crate aren't native to this part of the world.
Plant Lore is very much applicable here :)
Wysteriaa
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"Hmm, these are not local, I think. Not from this continent. Is there more information on that manifest about what they're for, or just 'Herbs'?" Wysteria muses out loud.
She turns and looks around for the crowbar before remembering that she didn't memorize Mage Hand today after all. "This one next?"
Clarence The Hunter
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Clarence doesn't know anything about plants... even the edible ones
Zekki
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Zekki slips the sling and bullets back into her pouch, pulling out some herbs and bandages to replace them.
"Come here Rickle and let's see if we can stop the bleeding."
Medicine: 1d20 + 7 ⇒ (8) + 7 = 15
healing: 2d8 ⇒ (3, 7) = 10
Medicine: 1d20 + 7 ⇒ (6) + 7 = 13 for healing: 0 = 0
Medicine: 1d20 + 7 ⇒ (13) + 7 = 20 for healing: 2d8 ⇒ (7, 4) = 11
Medicine: 1d20 + 7 ⇒ (17) + 7 = 24 for healing: 2d8 ⇒ (2, 3) = 5
Medicine: 1d20 + 7 ⇒ (14) + 7 = 21 for healing: 2d8 ⇒ (8, 8) = 16
Medicine: 1d20 + 7 ⇒ (20) + 7 = 27 for healing: 4d8 ⇒ (3, 7, 8, 4) = 22
Medicine: 1d20 + 7 ⇒ (16) + 7 = 23 for healing: 2d8 ⇒ (4, 5) = 9
Medicine: 1d20 + 7 ⇒ (7) + 7 = 14 for healing: 0 = 0
If Zekki can Pursue a Lead on this Aspis stuff, she will. I always forget to do this.
Once everyone is patched up, she puts away her supplies and rinses the blood off her hands. "So, let's see what's up with this box of herbs." Zekki rests her hands on the side and leaning forward, sniiiiiiifs.
Perception, scent, lead: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Herb/Plant Lore via keen recollection, lead: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Zekki also has alchemical crafting, if that's relevant
Rickle, Goblin Champion
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Rickle helps Zekki with treating injuries. He isn't as skilled as she is, but knows which end of the bandage to use (it's either one). Dedicated to a goddess of healing, treating people helps focus his connection to the divine, allowing him to intermittently add magical healing where his physical skills fail.
Rickle can refocus by doing Medicine, so while he only has even odds of succeeding he can throw a few lay on hands in there.
That done, Rickle readies his shield again. "Herbs probably won't attack us," he says brightly. And keeps his shield up.
| GM Ladile |
Yep, you've got time to heal up! @Zekki - Yes, you can Pursue a Lead on the Aspis cargo.
Boo! :)
Zekki Search: 1d20 + 9 ⇒ (4) + 9 = 13
Iskra Search: 1d20 + 10 ⇒ (3) + 10 = 13
Hopeful for a less eventful time, everyone seems keen to investigate the box of herbs - though some of you know more about such things than others. Zekki leans in and takes a big whiff and finds the scents coming out of the box are strong enough to sting her nose a bit and make her eyes water - not due to being toxic or anything of that sort, but simply because there are several competing scents, all of them strong.
Both Zekki and Iskra give the crate a good once-over and agree that there aren't any traps or signs of tampering.
Wysteriaa
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Wysteria looks around at the group and holds out a hand for the crowbar. Once she has the implement, she somewhat gingerly pries open the box, averting her face slightly in case there's an explosion of some kind...
Athletics check?: 1d20 ⇒ 7
"Ah, maybe someone with more muscles?"
Rickle, Goblin Champion
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"...
"...
"...
"...sure! Of course."
Rickle takes the crowbar from Wysteria.
Athletics: 1d20 + 11 ⇒ (1) + 11 = 12
Hero Point: 1d20 + 11 ⇒ (3) + 11 = 14
| GM Ladile |
Zekki's Medicine (T): 1d20 + 7 ⇒ (12) + 7 = 19
Rickle's Nature (T): 1d20 + 7 ⇒ (19) + 7 = 26
Wysteria's Plant Lore: 1d20 + 9 ⇒ (5) + 9 = 14
Rickle can keep his Hero Point; this crate opens easily enough :)
As Rickle and Wysteria pop the top off the crate, everyone within five feet of the thing is slapped in the face by a miasma of powerful, competing odors. In fact, it's enough to make your eyes water and your nose burn. Yet after a quick inspection, Rickle and Zekki both realize that the plants are medicinal herbs from Xa Hoi, in Tian Xia and are meant to be administered in small amounts. The strong scents are normal and won't produce any lasting, lingering effects. In fact, the moment any of you move five feet or more away from the crate, the burning in your eyes and nose recedes and vanishes.
Other than the herbs, the crate is empty.