Blueberry Peat
|
Peat surveys the room and considers various options.
◆ Devise a Stratagem: 1d20 ⇒ 7
Know Weaknesses - Recall Knowledge (Society): 1d20 + 8 ⇒ (15) + 8 = 23
Given the chaos of the situation, a straightforward attack doesn't seem appropriate, and will communicate anything about their weaknesses or resistances to the others. Not a crit, so don't get the +1 to everybody
They decide instead to take a different tactic. Being small, the leshy darts into the room and under one of the tables, trying to stay hidden, and possibly setting up for some flanking with allies.
◆ Stride
◆ Hide
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Unfortunately, the ruse is not as successful as hoped.
fine_young_misanthrope
|
Round 1, FIGHT!
Thalassa perception: 1d20 + 7 ⇒ (19) + 7 = 26
Peat perception: 1d20 + 7 ⇒ (16) + 7 = 23 LEARN!
Kazmuk perception: 1d20 + 7 ⇒ (16) + 7 = 23, Quick-Tempered for Free action Rage move and punch!
Caine perception: 1d20 + 4 ⇒ (17) + 4 = 21
Caleb perception: 1d20 + 5 ⇒ (12) + 5 = 17 WOOSH!
Jacen perception: 1d20 + 3 ⇒ (9) + 3 = 12
cultists perception: 1d20 + 4 ⇒ (3) + 4 = 7
Peat learns about the enemy. They are basic humans who are obsessed with the lord of entropy. No resistances or weaknesses. Everybody remember your +1's!
Kazmuk runs up angry and punches. THAT +1 MATTERS! With the help of Peat, he hits the man square in the face. Its enough to break bone but the cultist is still up!
Caleb throws wind at the cultists. One hits hard, but the other moves past easily.
Post when you can!
| Kwai Chang Caine. |
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After a frantic search for the Map, the exhausted Swashbuckler decides to Moonwalk his way into the room to Flank with Kazmuk!
Tumble Through and then Fascinating Performance then Strike. Also placed our Tokens. Think getting better at it since it only takes me like three or six tries until I can properly move and reshape them back...lol.
Acrobatics(E) Ref DC ?: 1d20 + 10 ⇒ (10) + 10 = 20
Performance (E) Dance! All Targeted!: 1d20 + 10 ⇒ (15) + 10 = 25
Melee(T) Star knife, flank, Panache: 1d20 + 8 ⇒ (16) + 8 = 241d4 + 2 + 2d6 ⇒ (1) + 2 + (4, 1) = 8 Traits Agile Deadly d6 Finesse Thrown 20 ft. Versatile S x2
Has anyone still alive seen our kidnapped Elder!
@ DM can you put Map link in your header please.
All Targets are Fascinated until broken.
| Thalassa Tempestail |
Thalassa joins them and conjures water from the floor under the enemy in front of Kazmuk!
◆ Stride
◆◆ Spout, DC 18 basic Reflex save vs 2d4 ⇒ (4, 1) = 5 bludgeoning damage (and off-guard on Crit Fail)
fine_young_misanthrope
|
Round 1, FIGHT!
Thalassa perception: 1d20 + 7 ⇒ (19) + 7 = 26 Splash!
Peat perception: 1d20 + 7 ⇒ (16) + 7 = 23 LEARN!
Kazmuk perception: 1d20 + 7 ⇒ (16) + 7 = 23, Quick-Tempered for Free action Rage move and punch!
Caine perception: 1d20 + 4 ⇒ (17) + 4 = 21 LOOK AT ME!
Caleb perception: 1d20 + 5 ⇒ (12) + 5 = 17 WOOSH!
Jacen perception: 1d20 + 3 ⇒ (9) + 3 = 12
cultists perception: 1d20 + 4 ⇒ (3) + 4 = 7
[oooc]sure, how?[/ooc]
map
Thalassa throws a ball of water at the far cultist
reflex save: 1d20 + 7 ⇒ (8) + 7 = 15
Caine jumps in and fascinates all the cultists and then smashes the closest cultist and it drops to the ground.
| Kwai Chang Caine. |
| 1 person marked this as a favorite. |
The Amurun just smirks at the Fascinated cultists. He then begins wondering if his Dance had too much Panache, as his fellows also seem fascinated.....
What's up guys? Cat got your tongues?
fine_young_misanthrope
|
| 1 person marked this as a favorite. |
nice, everyone get a hero point. haven't give on of those out in a while, so here's one now!
Blueberry Peat
|
There's still one cultist left, right? Waiting on Jacen before it can act (assuming it survives)?
fine_young_misanthrope
|
Post what your best action will be and I will post the best interpretation of it. The rest of you can post your second round actions.
Assume I will make it the best version of your action it can be.
| Caleb Squallbane |
Caleb snaps his fingers and icy cold runs over the cultist's body.
Stride, cast frostbite
cold: 2d4 ⇒ (1, 3) = 4 DC 18 basic Fortitude. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of my next turn.
| Kazmuk Kalingston |
Kazmuk runs up and punches a cultist...intimidatingly! He's so focused on being scary that he swings wildly.
◆ Stride, ◆ ◆ Intimidating Strike. On a hit, target is frightened 1. Frightened 2 on crit.
Monkey Fist: 1d20 + 9 ⇒ (3) + 9 = 12
Bludgeoning, Rage: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Blueberry Peat
|
Peat surveys the room and contemplates the best attack against this enemy.
◆ Devise a Strategem: 1d20 ⇒ 16
Confident in an ability to hit this foe's weakness, sneaks a step over, maintaining cover beneath another of the tables in this room.
◆ Sneak
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
From this hidden position, Peat fires the hand crossbow at the target.
◆ Strike
Hand crossbow Strike w/ Strategem (vs. off-guard AC if perception modifier is less than +11): 16 + 5 = 21
Hand crossbow damage (piercing): 1d4 ⇒ 2
| Thalassa Tempestail |
Thalassa finally enters the room and conjures more water from the floor under the last enemy to blast at it.
◆ Stride
◆◆ Spout, DC 18 basic Reflex save vs 2d4 ⇒ (1, 3) = 4 bludgeoning damage (and off-guard on Crit Fail
fine_young_misanthrope
|
| 1 person marked this as a favorite. |
Round 1, FIGHT!
Thalassa perception: 1d20 + 7 ⇒ (19) + 7 = 26 Splash!
Peat perception: 1d20 + 7 ⇒ (16) + 7 = 23 LEARN!
Kazmuk perception: 1d20 + 7 ⇒ (16) + 7 = 23, Quick-Tempered for Free action Rage move and punch!
Caine perception: 1d20 + 4 ⇒ (17) + 4 = 21 LOOK AT ME!
Caleb perception: 1d20 + 5 ⇒ (12) + 5 = 17 WOOSH!
Jacen perception: 1d20 + 3 ⇒ (9) + 3 = 12
cultists perception: 1d20 + 4 ⇒ (3) + 4 = 7 throw, move ant attack!
The cultist snaps up a dagger and throws one at the cat!
cultist dagger: 1d20 + 6 ⇒ (19) + 6 = 251d4 ⇒ 2
It then moves close and slashes with a second one!
cultist dagger: 1d20 + 3 ⇒ (20) + 3 = 231d4 ⇒ 3
Round , FIGHT!
Thalassa perception: 1d20 + 7 ⇒ (19) + 7 = 26 Splash!
Peat perception: 1d20 + 7 ⇒ (16) + 7 = 23 it shoots and scores!
Kazmuk perception: 1d20 + 7 ⇒ (16) + 7 = 23, PUNCH!
Caine perception: 1d20 + 4 ⇒ (17) + 4 = 21
Caleb perception: 1d20 + 5 ⇒ (12) + 5 = 17 cold!
Jacen perception: 1d20 + 3 ⇒ (9) + 3 = 12
cultists perception: 1d20 + 4 ⇒ (3) + 4 = 7
Thalassa throws more water at the culist!
cultist dagger: 1d20 + 8 ⇒ (13) + 8 = 21
Peat move quietly around and spikes a bolt into the cultist!
Kazmuk throws a right hook, but misses.
Caleb throws shade and cold at the target.
cultist fort: 1d20 + 4 ⇒ (18) + 4 = 22
and under this combined assault, the one cultist drops to the ground, bloody, wet, and frozen.
Its a quite room what happens next?
| Kazmuk Kalingston |
"Here, let me have a look at those wounds." Kazmuk tends to the wounds of the injured Caine.
Medicine DC 15: 1d20 + 8 ⇒ (1) + 8 = 9
Hero pointed Medicine DC 15: 1d20 + 8 ⇒ (2) + 8 = 10
Medicine DC 15: 1d20 + 8 ⇒ (4) + 8 = 12
Medicine DC 15: 1d20 + 8 ⇒ (6) + 8 = 14
Medicine DC 15: 1d20 + 8 ⇒ (18) + 8 = 26
Critical Healing: 4d8 ⇒ (3, 1, 7, 2) = 13
40 minutes and one near accident later, Caine is healed to full health.
| Jacen Benedictt |
Jacen apologizes for getting distracted, and also goes to look at Kwai-Gon Caine's wounds.
"How is it possible that no one has seen an old woman come through here!?"
Blueberry Peat
|
Peat begins inspecting the room, including searching both the corpses.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
| Thalassa Tempestail |
If anyone still needs healing, Thalassa has Lay on Hands.
Thalassa assesses the area to make sense of what the cultists were doing.
fine_young_misanthrope
|
| 1 person marked this as a favorite. |
Looking around you find a set of sterling artisan’s tools designed specifically for the delicate work involved in creating talismans as well as a half-finished crafter’s eyepiece under the southern cabinets; its construction is nearly complete and requires 4 days of work and 30 gp worth of components to finish. It’s far enough along that it’s
possible to finish construction without the formula.
You also see a wheel and locking mechanism on the north wall controls a trap in the room to the north. You can disable it or trigger it if you like.
Looking at the function of the place you can figure out that this place was a workshop and it still is. They are just keeping the holy rust that now covers all the tools here.
Where to next?
Blueberry Peat
|
Peat points at the tools. "These appear to not have been ruined by the rust. Anyone here able to craft magical items? If not, I'd be interested in keeping them ... might be an interesting side project, when this adventure is over."
If no one else claims the items, Peat will carefully wrap them up and put them in their backpack.
Blueberry Peat
|
Peat looks over the trap and tries to figure out what it may trigger in the next room.
Crafting: 1d20 + 8 ⇒ (4) + 8 = 12
I also have +8 in Architecture Lore, if that would work here, if it's architectural like dropping a portcullis or trick floor or something.
| Thalassa Tempestail |
Thalassa also looks at the wheel and locking mechanism, maybe they can do something about it. Thalassa has Crafting +4 to RK
fine_young_misanthrope
|
You are not able to complete the device yet. It will take time, but you think you might be able to do it.
As for the trap, You can easily activate or deactivate it. You can decide to use, not use, or disable this trap.
| Kwai Chang Caine. |
My thanks, Thalassa. That door there looks like it's next!
Caine will open the next door once everyone is healthy and ready....
Only down -3hp after a LoHs
fine_young_misanthrope
|
| 1 person marked this as a favorite. |
Chaos Cat opens the door and finds A pair of wide racks stand against the eastern and southern walls in this chamber, each with three segments: left, right, and center. Small divots in the racks hold clusters of ten-foot-long iron rods coated with large splotches of rust. Flaked-off pieces of rust litter the floor.
You know the floor is trapped. Do you want to disable to trap?
Map updated.
| Kwai Chang Caine. |
Caine's blue eyes narrow at the obvious trap in the floor. The Swashbuckler digs out his Thieves Tools and begins doing some disarming a trap type stuff....
Thievery (T): 1d20 + 8 ⇒ (15) + 8 = 23
The Amurun purrs as he replaces his trusty tools, takes out his trusty Starknife and proceeds....
He does feel like that Kid just wanting his Elder...
| Kazmuk Kalingston |
"So, uh, everyone...What's your theory as to what's going on here? Honestly, those guys are so weak that this is just some kind of prank. Do you think they're real or illusory?"
Blueberry Peat
|
Peat shrugs. "I mean, weak or not, there is certainly some nastiness going on. For every oaf who barely qualifies as a cultist, there's also some freakish abomination from the depths of hell." They points toward the iron rods. "But given the rusting disease, I would prefer to steer clear of those rusty rods."
fine_young_misanthrope
|
The trap is disabled and you are safe. As you look around in the room, its a simple affair and there is nothing useful here. Where to next?
| Kazmuk Kalingston |
"Well Caine, where to next? I'll be right behind you. Oh and Peat, can you catch rusting disease? Aren't you plant based?"
Blueberry Peat
|
Peat shrugs. "Well, flesh doesn't normally rust either, so I don't know ... but would prefer not to find out."
Blueberry Peat
|
Peat moves toward the northern door and listens at it.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
fine_young_misanthrope
|
As you listen you hear... nothing. Opening the door you find... a ton more doors! Map updated. Which door do you want to open next?
| Kazmuk Kalingston |
Kazmuk follows along.
"How long are you going to keep that wound untreated, Caine? Might not be good for your long term health."
| Thalassa Tempestail |
Thalassa follows along while laying hands on those still wounded and refocusing if time permits her.
fine_young_misanthrope
|
I'm going to assume you go to the next door. surprise! more doors!
The door to this room has been forced open, leaving it to hang uselessly open on damaged hinges. The chamber beyond has a dozen large, cracked-open geodes leaning against the walls. Each one features hundreds of tiny, pale
green crystals, some of which have been broken off and scattered across the floor. Two cages built into the south wall of the room have similar large geodes, and the bars have been bent apart a few feet from the ground.
As you enter, you see a monstrous blue canine and a zombie in a one of the cages. Both begin to crawl under the bars toward you!
Caine perception: 1d20 + 4 ⇒ (3) + 4 = 7
Caleb perception: 1d20 + 5 ⇒ (15) + 5 = 20
Thalassa perception: 1d20 + 7 ⇒ (19) + 7 = 26
Peat perception: 1d20 + 7 ⇒ (5) + 7 = 12
Kazmuk perception: 1d20 + 7 ⇒ (16) + 7 = 23, Quick-Tempered for Free action Rage
Jacen perception: 1d20 + 3 ⇒ (3) + 3 = 6
dog: 1d20 + 6 ⇒ (20) + 6 = 26
dog: 1d20 + 3 ⇒ (5) + 3 = 8
Post your actions when you can!
| Thalassa Tempestail |
Thalassa enters and slashes both with ripples of air!
Slashing Gust Spell Attack: 1d20 + 8 ⇒ (13) + 8 = 21 vs humanoid
Spell Damage: 2d4 ⇒ (4, 3) = 7 slashing damage (and 1d4 persistent bleed on Crit Success)
Slashing Gust Spell Attack: 1d20 + 8 ⇒ (18) + 8 = 26 vs dog-like creature
Spell Damage: 2d4 ⇒ (4, 3) = 7 slashing damage (and 1d4 persistent bleed on Crit Success)
◆ Stride
◆◆ Slashing Gust
| Kazmuk Kalingston |
Kazmuk rushes the zombie and punches!
+1 Gorilla Punch: 1d20 + 9 ⇒ (10) + 9 = 19
Bludgeoning damage: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10
He then raises his shield.
◆◆ Sudden Charge
◆ Raise Shield
Blueberry Peat
|
Peat walks into the room, moving behind one of the geodes, as they assess the situation, considering if there's any good strategy against the dog.
◆ Stride
◆ Devise a Strategem: 1d20 ⇒ 12
Know Weaknesses free Recall Knowledge check ... I am going to assume Nature: 1d20 + 7 ⇒ (3) + 7 = 10
Though not ascertaining any specific weakness, Peat thinks they have a decent shot at the dog and fires their hand crossbow.
◆ Strike w/ hand crossbow using Strategem roll with Intelligence modifier for a to-hit of 20
crossbow damage (piercing) plus strategic strike: 2d6 ⇒ (5, 1) = 6
My positioning is intended to give me some measure of cover, to the degree it's available, though I'm obviously not hidden or anything.
| Caleb Squallbane |
Caleb nods at Thalassa's strategy and weaves magic to assist both of them.
Cast elemental betrayal hex on the dog, cast slashing gust on both.
Elemental Betrayal: Weakness 2 to air
slashing gust (dog): 1d20 + 8 ⇒ (18) + 8 = 26 for slashing: 2d4 ⇒ (1, 4) = 5
slashing gust (humanoid): 1d20 + 8 ⇒ (4) + 8 = 12 for slashing: 2d4 ⇒ (3, 1) = 4
1d4 bleed on critical success