| Coraline Sealen |
Coraline takes a step back and using her spear, tries to take out the blue bandit, hoping her attack comes and puts them off their guard.
to spear: 1d20 + 2 ⇒ (19) + 2 = 21
to damage: 1d8 + 3 ⇒ (2) + 3 = 5
Lariel Harp
|
Lariel jumps astonished and scrambles to knock an arrow on his bow. He fires it at the blue wounded bandit.
Attack, deadly aim: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Then he yells "What the hell Vasaam", but the young man is already bleeding.
| Mary Dawnrose |
@ Coraline, the dark green squares are high growth. The light green squares are passable. You can roll an acrobatics to move from your previous square to the one indicated by the arrow, and then jab at him. Or draw another melee weapon and attack.
| Aletha Verkossian |
where is the map? Edit: Found it
Aletha springs into action, drawing her Falcata and striking at the blue bandit (who is flanked with Vasaam), she has enough movement to do so without provoking attacks of opportunity
attack 2 handed power attack flanking: 1d20 + 4 - 1 + 2 ⇒ (13) + 4 - 1 + 2 = 18
damage: 1d8 + 3 + 1 + 3 ⇒ (5) + 3 + 1 + 3 = 12
She stands ready to parry and riposte the next attack against her
attack 2 handed power attack parry: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
attack 2 handed power attack riposte: 1d20 + 4 - 1 ⇒ (4) + 4 - 1 = 7
damage: 1d8 + 3 + 1 + 3 ⇒ (8) + 3 + 1 + 3 = 15
| Mary Dawnrose |
Coraline's uneasy steps moving around the corner of the hedge provides an opening for the man to swings his blade.
Aoo shortsword: 1d20 + 3 ⇒ (19) + 3 = 22Dmg: 1d6 + 1 ⇒ (2) + 1 = 3
Crit?: 1d20 + 3 ⇒ (10) + 3 = 13Extra on hit: 1d6 + 1 ⇒ (3) + 1 = 4Not confirmed.
A light gash is cut upon Coraline's side as she passes. However this is dealt in kind, but stronger, as she jabs her spear into the guy's flank.
It is followed up with Lariel's aiming an arrow point blank at the man's chest.
Lastly, Aletha moves past him to flank him. Pretty hurt, the guy's instinct makes him dodge at the last second.
Vasaam hadn't drawn a weapon yet, flanking bonus hasn't activated yet.
--------------
Red makes a cautious arc in his approach, seeing Coraline's longspear, and swings his shortsword at Aletha.
Shortsword: 1d20 + 3 ⇒ (8) + 3 = 11Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
She attempts to parry, but the force he puts in his attack is stronger, but not accurate enough to harm her.
Yellow moves around the campfire, and aims an arrow at Aletha.
Arrow, PBS, precise shot: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22Dmg, PBS: 1d6 + 1 ⇒ (4) + 1 = 5
The arrow plants itself in her thigh.
======================================
There is a faint humm coming from near the campfire, about where the archer bandit is. Who himself seems to take a quick glance trying to check where it's coming from.
======================================
Round 2
Leona
Vasaam (disabled)
----------
Blue (-9), Green (-5)
------------------
Coraline (-3) & Lariel (-2)
Aletha (-5)
------------------
Red & Yellow (-5)
| Mary Dawnrose |
Being hurt, blue steps away towards Vasaam, sheathes his sword, and attempts to grab him. "C'mere blondie."
Grapple: 1d20 + 5 ⇒ (14) + 5 = 19 Succeeds., now having an arm around Vasaam's neck and one on a shoulder.
Green steps into blue's previous spot, swinging his shortsword at Lariel.
1d20 + 3 ⇒ (2) + 3 = 5Dmg: 1d6 + 1 ⇒ (2) + 1 = 3, but his moving and swinging too soon makes his attempt at attacking piss poor.
------------------
Coraline (-3) & Lariel (-2)
Aletha (-5)
------------------
Red & Yellow (-5)
| Aletha Verkossian |
feint via deft maneuver: 1d20 + 7 ⇒ (10) + 7 = 17
Aletha feints at red (not powerattacking).
Before trying to strike him
falcata: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 4 ⇒ (6) + 4 = 10
falcata parry: 1d20 + 4 ⇒ (1) + 4 = 5
falcata riposte: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d8 + 4 ⇒ (8) + 4 = 12
Lariel Harp
|
Lariel doesn't like that one of them is shooting arrows, similarly to him. He takes a step away from his attacker and shoots an arrow at the archer.
5ft step away from green and shoot at yellow.
Attack, deadly aim: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
TPK by dice... Nice
| Coraline Sealen |
Coraline takes her chance to stab at the green one, hoping to remove him. Afterwards, she will channel and not heal the enemies.
to hit: 1d20 + 2 ⇒ (1) + 2 = 3
to damage: 1d8 + 3 ⇒ (2) + 3 = 5
to channel: 1d6 ⇒ 3
| Mary Dawnrose |
Coraline and Lariel attack for what would be fair hits.
Unfortunately the hits do not land, with the bandits moving too much, and the undergrowth almost causing Coraline to lose balance.
Channel next round, then? Mind you, without selective channel, you can't exclude enemies.
Aletha does land a hit on red, leaving him bloodied with a grievous wound.
-------------------------
Red (-10) swings his shortsword at Aletha.
Swing: 1d20 + 3 ⇒ (2) + 3 = 5Dmg: 1d6 + 1 ⇒ (1) + 1 = 2
Not even close. While she tries to parry that, her hand fumbles for a moment, missing matching his sword.
Yellow takes aim again, moving further away afterwards.
Arrow vs Aletha, PBS, precise shot: 1d20 + 4 ⇒ (13) + 4 = 17Dmg: 1d6 + 1 ⇒ (4) + 1 = 5
The arrow lands in her other thigh.
======================================
Round 3
Leona
Vasaam (disabled, grappled)
------------------
Blue (-9), Green (-5)
------------------
Coraline (-3) & Lariel (-2)
Aletha (-10)
------------------
Red (-10) & Yellow (-5)
| Vasaam Cathan |
Weakened by the wound and held by someone much stronger Vasaam knew he couldn't break free. He moves his hands and tries to focus to cast a spell before he passes out.
Concentration?: 1d20 + 1 + 3 ⇒ (4) + 1 + 3 = 8
Normally a spell can only be cast that does not use gestures. but you say he has an arm around my throat, likely to choke me, and the other on my shoulder? Trying to cast magic missile to hit him....
Never mind. Vasaam struggles and passes out....
| Mary Dawnrose |
Vasaam tries casting a spell, but the bandit's hold on him is strong, and the effort results in Vasaam passing out.
At -1 next round, make a fort roll to stabilize.
Leona does some amazing healing on her part, restoring almost all of Aletha's wounds.
-----------------
Blue (-9) skirts around the combat, drawing a dagger as he goes.
When north of Coraline, he throws it at her.
Thrown dagger: 1d20 + 4 ⇒ (14) + 4 = 18Dmg: 1d4 + 1 ⇒ (2) + 1 = 3, the dagger ends up in her leg.
Green (-5) swings his sword at Leona.
"Oi!", Sword: 1d20 + 3 ⇒ (10) + 3 = 13Dmg: 1d6 + 1 ⇒ (2) + 1 = 3, but misses.
------------------
Coraline (-6) & Lariel (-2)
Aletha (-1)
------------------
Red (-10) & Yellow (-5)
| Aletha Verkossian |
Thanks Leona
Aletha answers as she repeats her attack patterns, feint into strike, on red
feint: 1d20 + 7 ⇒ (11) + 7 = 18
attack power attack: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
damage: 1d8 + 6 ⇒ (2) + 6 = 8
Hopefully putting him down.
attack power attack parry: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
attack power attack riposte: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
damage: 1d8 + 6 ⇒ (4) + 6 = 10
| Coraline Sealen |
Focusing on red seemed smart, so if he is still standing she swing at him, even with the dagger in her leg, she knew taking them out one at a time was smarter than seperatly.
to hit: 1d20 + 2 ⇒ (2) + 2 = 4
to damage: 1d8 + 3 ⇒ (6) + 3 = 9
| Mary Dawnrose |
Coraline's thrust at red is once more affected by the darned brambles sticking out near her toes on the ground.
Friends and foes alike standing between himself and blue, it causes the shot to just miss, flying just over the tent into the growth beyond.
Red does indeed get cut down by Aletha.
---------------------
Yellow takes another shot.
Arrow: 1d20 + 4 ⇒ (9) + 4 = 13Dmg: 1d6 ⇒ 2, but the arrow misses Aletha.
==================================
The faint humming is now a little more clear.
Yellow is definitely casting another nervous glance over his shoulder.
Round 3
Leona steps back and hits the guy who didn't actually hit her for a small bump on the head.
Vasaam stabilize check: 1d20 + 1 - 1 ⇒ (4) + 1 - 1 = 4Vasaam at -1, goes to -2 next round.
-----------------
Blue (-9) draws his 2nd dagger to throw at Coraline.
Dagger toss: 1d20 + 4 ⇒ (8) + 4 = 12Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Green (-7) seems a little smarter, caution creeping into his mind to look for a way out, after red is cut down, and himself and blue hurt. Doing what devious bandits can do best when chances are against them, he steps 5ft towards Vasaam, addressing you all.
"Back off, one wrong move and my blade ends him!"
[spoiler=Roll]
Attack vs prone, no dex: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 111d6 + 1 ⇒ (4) + 1 = 5
Blue chimes in, "Yes, we'll part ways here, alright? Nice and easy, no need for more casualties.", is said with a slight smirk.
How do you proceed?
All the meanwhile, over the course of the coming rounds, that odd humm will start to become more clear. Round 4: 14, Round 5: 11, etc.
| Nausicaa Ingrid Leona Ioanna |
"You boys, know that if you kill him, then every bet of safety is off the table right.
I mean you'd be tossing away the only bargaining chip you have, and once it's gone that is it, no safety net.
We're in better shape then you, and we have you also out numbered.
That and a good shoot with a stone and another one of you will go down like the sacks of sh*t you are."
"So ask yourself, do you feel lucky, Punk, well do ya?"
| Coraline Sealen |
Coraline throws her hand towards the green bandit, a strange spell coming out, but the words make it clear what is happening. " DROP THE WEAPON NOW." Her words ring with power, causing the bandit to need to make a reflex save of DC 14 or drop the weapon, becausing burning disarm hurts even when not underwater.
| Mary Dawnrose |
Green @ Aletha "You were for killing anyhow. We hadn't, could've. Who's bloodthirsty here, eh?"
Blue @ Aletha: "See we're all sensible people. We go our separate ways and all.", he gives a short yell towards yellow.
"Bail, but shoot if they chase.", he then shrugs, figuring you'd do the same if they would.
Coraline's not having any of negotiations, and casts her spell.
Green, who hadn't yet stabbed Vasaam, was expecting someone advancing upon him, not magic.
Reflex: 1d20 + 4 ⇒ (20) + 4 = 24 "Ah! Stupid wench!", as the blade hanging above Vasaam's face falls on his forehead he takes 1 NL, a slight bump soon forming, while the bandit shakes his hand.
-------------------------
Yellow grits his teeth, then bails as fast as his legs can carry him, through an opening in the north part of the clearing.
1d100 ⇒ 26, as he does, a small lockbox falls from his pack, it hadn't been tucked in his pack tightly enough.
Yellow square. It is also the source of the humming sound.
=============================================
Round 4
Leona
Vasaam bleeds to -2.
----------------------
Blue (-9) & Green (-5)
| Mary Dawnrose |
Maybe bot Leona for a round?
Leona goes a short *tsk tsk*
"Run along then, with your tails between your legs."Blue and green abandon the campsite.
Combat is essentially over, unless you decide to run after them into unexplored territory.
Lariel Harp
|
Lariel relaxes and says "Either they know these woods, or they're in big trouble. In both these scenarios, I think it's a bad idea to chase them."
He walks over to the humming box and pokes it with his foot. He looks at the others and explains "Science experiment."
| Coraline Sealen |
Coraline takes a moment to walk over to her downed companion, and lays a hand on him, channeling her magic into him to help heal. She first rebukes the death that approaches, then she will call upon her holy symbol for a channel.
Rebuke death: 1d4 ⇒ 4
Channel: 1d6 ⇒ 3
| Mary Dawnrose |
Vasaam recovers most of his wounds, and is back to 5 HP.
The humming doesn't yet stop, but with fighting over, it does seem to lessen gradually over the span of the next several rounds.
The defeated bandit carried:
1 shortsword
1 small wooden shield
Studded leather armor
1 potion of CLW
1 backpack (simple)
20 + 1d10 ⇒ 20 + (6) = 26 gold.
2 daggers
1 regular rope
The tents contain nothing of much value. One holds a simple mess kit and 15 trail rations, and recently dried meat.
| Vasaam Cathan |
Vasaam wakes up with the healing from Coraline. "Ouch?" .... "Sorry Coraline. Thanks for bringing me back."
He stands and looks around. "I'm sorry guys. I didn't want them to run off with the money they got from the stolen horse. It seemed pretty obvious they wanted to get away before we could force them to answer questions...."
"What's that noise? Did I get hit in the head or is that humming noise real?"
Lariel Harp
|
Lariel inspects the piece of dried meat they had to determine if it's from a creature from these woods or anything special.
Knowledge nature: 1d20 + 5 ⇒ (2) + 5 = 7
He tells Vasaam "The humming seemed to be coming from this box. It faded when the fighting stopped. I want to open it, but am a bit worried of what might be inside. If it's a living creature, such as a fey, then we should be extra careful, but also it'd be cruel to let it sit inside."
If left to his devices, he takes his time looking at the box for traps, then tries opening it.
Take 10 on perception for a total of 18, then take 10 on Disable Device for 17
| Mary Dawnrose |
The dried meat looks like jerky. Very likely small veal jerky, if the skewers near the campfire were an indication.
Lariel checks every side of the box for indications of traps.
It's about half the size of a shoebox. Lariel doesn't see signs of any trap on it, other than a lock.
He then starts fiddling with the lock, but it won't open.
Simple locks are DC 20. You can keep rolling to retry, but a result of 15 or below means the lock jams.
| Vasaam Cathan |
Seeing Lariel trying to open the lock Vasaam quickly casts Detect Magic to scan it. "Careful. It could have a magic trap on it!"
Lariel Harp
|
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After Vasaam gives the ok, Lariel tries to unlock the box a little harder.
Disable Device: 1d20 + 7 ⇒ (6) + 7 = 13
This jams the lock. Lariel says "Yeah, this is too hard for me to open delicately. I'll force it open." He pulls out his crowbar and forces it open.
Strength with crowbar: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
He says "Man, this is too hard. Aletha, want to give it a go?"
| Mary Dawnrose |
Vasaam detects no magic coming from the box.
Str check Aletha: 1d20 + 3 ⇒ (19) + 3 = 22
Aletha puts in perhaps a little too much strength, a loud cracking of wood follows the breaking of the lock and lid of the box. The box is pretty much busted now.
Within, was a red'ish purple orb the size of an apple.
It looks polished, and somehow slightly translucent, or is it a trick of the mind?
There is little time to wonder, as is suddenly starts vibrating with an increasing hum. Some crude sounding whispers come forth from between the hums. A sudden pulse explodes from the orb, not at all shattering it, but hitting everyone nearby.
[ooc]Str check 15, pass you remain standing, fail means you are knocked prone. Either way, everyone is pushed 15 ft back.
When everyone regains their wits from the outward pulse of force, there are these crude whispers but growing louder, coming from the orb. Mocking and aggressive, they cause your heads to throb.
Will saves everyone, DC 14.
On a pass, you can take 1 action and take 1 psychic damage.
See matching spoiler.
You take 1d2 psychic damage and take no action this turn.
This translates to a mental strain. It functions *similar* to nonlethal, in that having more points of psychic damage than your current HP, means you pass out from mental overload.
You get +1 to the will saves.
We enter a sequence in rounds.
Round 1
Everyone make your saves and decide on an action.
| Vasaam Cathan |
Round 1
STR check: 1d20 ⇒ 16
Will Save: 1d20 + 3 ⇒ (8) + 3 = 11
Psychic Damage: 1d2 ⇒ 2
Vasaam is pushed back but stays standing.... doing nothing.
Lariel Harp
|
Strength: 1d20 + 2 ⇒ (4) + 2 = 6
Will: 1d20 + 2 ⇒ (13) + 2 = 15 I have a +1 trait bonus if it's an arcane spell and a +2 racial bonus vs enchantment
Lariel is caught off-guard, and is thrown back and falls on the ground. He manages to fight off the mental attack, although the mental strain is very heavy. He gets up and runs towards the orb with his backpack in his hands, meaning to cover it.
I get 1 action. Not sure if getting up uses it up, or if I can at least move there. I mean to cover the orb with my backpack
| Mary Dawnrose |
[dice=Strength]1d20+2
[dice=Will]1d20+2 I have a +1 trait bonus if it's an arcane spell and a +2 racial bonus vs enchantment
I get 1 action. Not sure if getting up uses it up, or if I can at least move there. I mean to cover the orb with my backpack
The mental effect is neither.
Yes, from prone getting up is a single action.| Mary Dawnrose |
Str Aletha: 1d20 + 3 ⇒ (7) + 3 = 10
Will Aletha: 1d20 - 1 ⇒ (4) - 1 = 3 1d2 ⇒ 2
Str Coraline: 1d20 + 2 ⇒ (5) + 2 = 7
Will Coraline: 1d20 + 5 ⇒ (16) + 5 = 211d2 ⇒ 1
Str Leona: 1d20 + 2 ⇒ (4) + 2 = 6 Psychic dmg: 1d2 ⇒ 2
The ladies all are thrown back, and lie somewhat dazed under the effect of the noises coming from the orb. Coraline has enough focus to stand back up again however, as she focuses her mind sharply.
---------------------------------
Round 2
Aletha (prone)
Coraline (standing)
Lariel (standing)
Leona (prone)
Vasaam (standing)
Will saves everyone. Pass = 1 psychic dmg & 1 action.
No pass = 1d2 psychic dmg and no action.
| Vasaam Cathan |
Will Save: 1d20 + 3 ⇒ (11) + 3 = 14
Vasaam staggers forward and drops his pack on the orb. Since it is on his back and he wants to do it fast he basically twists around and falls on it....
| Mary Dawnrose |
For the time being, Vasaam and his pack cover and muffle the sounds coming from the orb. It is still audible, but does not tax your minds.
However, fair chance it will continue to do so when they come off.
How do you proceed?
Lariel Harp
|
Lariel asks "Also importantly, where in the hells have these bandits found such a dangerous item? Where did it come from?"
He tries remembering if he's ever read about this.
Doubt it, but...
Knowledge nature: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge dungeoneering: 1d20 + 5 ⇒ (13) + 5 = 18
| Vasaam Cathan |
Know-Arcana for the orb?: 1d20 + 7 ⇒ (5) + 7 = 12
"I think we need to take this back to the guild. It isn't safe to leave where evil forces could get it and use it. I think this is more important than our assignments."
| Coraline Sealen |
"Think this is why they went bad? They did not seem like they were interested in killing as much as true evil creatures are. Or the land is just softer than the sea. Ruthlessness is mercy upon our sails." Coraline tells them.