| GM Jhaeman |
Initiative (Round 1)
Arioch
Grilgoth
Darzus
Eegru
Zhaxia
Masked Men
Merchants
Tempestas
Bold should go!
*For everyone except Zhaxia, who was randomly rolled to be on watch, you will be assumed not to be wearing Medium or Heavy armor unless you have the Endurance feat.
Please treat every square that is at least half covered with plantlife as Light Undergrowth: functions as difficult terrain, provides concealment (20% miss chance), +2 bonus to Stealth, but -2 to Acrobatics.
Ambient lighting is Normal Light if within 20' of a campfire, Dim Light if 20-40' away from a campfire, and Darkness if more than 40' away from a campfire. Please remember to factor your character's vision into your actions.
@Arioch: The site must have ate my post (I updated the initiative tracker last night).
| GM Jhaeman |
Initiative (Round 2)
Arioch
Grilgoth
Darzus
Eegru
Zhaxia
Masked Men
Merchants
Tempestas
Bold should go!
*For everyone except Zhaxia, who was randomly rolled to be on watch, you will be assumed not to be wearing Medium or Heavy armor unless you have the Endurance feat.
Please treat every square that is at least half covered with plantlife as Light Undergrowth: functions as difficult terrain, provides concealment (20% miss chance), +2 bonus to Stealth, but -2 to Acrobatics.
Ambient lighting is Normal Light if within 20' of a campfire, Dim Light if 20-40' away from a campfire, and Darkness if more than 40' away from a campfire. Please remember to factor your character's vision into your actions.
Grilgoth
|
Grilgoth get on board fluffy and rides behind a rock. As the alchemist has no clear shot she strikes a defensive posture.
Total Defense action.
Darzus
|
[standard] Finish casting sleep (apply the DC16/resistance spoiler from above to BLUE/WHITE/GREY)
Darzus unleashes the sleep on the three bandits who are already at the wagon!
He then cautiously inches towards them to see how it "took."
[move] 15ft in difficult terrain
*Arioch
|
[standard] Finish casting sleep (apply the DC16/resistance spoiler from above to BLUE/WHITE/GREY)
Darzus unleashes the sleep on the three bandits who are already at the wagon!
He then cautiously inches towards them to see how it "took."
[move] 15ft in difficult terrain
We're all waiting to see how it 'took' hehe.
| GM Jhaeman |
Darzus' wave of psychic energy sends three of the masked men into the dreamlands! Meanwhile, Grilgoth takes cover.
White, Cornflower Blue, and Dark Gray all failed their Will saves and are asleep as per the spell.
Arioch, Eegru, and Zhaxia are up.
Will save (White): 1d20 + 3 ⇒ (4) + 3 = 7
Will save (Cornflower Blue): 1d20 + 3 ⇒ (3) + 3 = 6
Will save (Dark Gray): 1d20 + 3 ⇒ (9) + 3 = 12
*Arioch
|
Arioch moves to Gray, drawing his sap as he goes, and tries to fade him to black!
Sap with Sneak Dice, Target Prone: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
I guess he feels guilty about sapping a helpless opponent...
| GM Jhaeman |
Arioch tries to bring his sap down on the sleeping foe, but his sleeve gets caught on an annoying tree branch!
That still might have actually hit (on account of him being flat-footed and prone), but since he's in the undergrowth, the 20% miss chance actually saves him.
Eegru and Zhaxia are up.
gray concealment: 1d100 ⇒ 12
Eegru
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Eegru moves 20’ south of the campfire and tosses his net at the green clad enemy, holding onto the attached rope to try and grapple them.
Ranged touch attack1d20 + 4 ⇒ (8) + 4 = 12
If someone would be kind enough to move me, please. Thanks!
*Arioch
|
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Eegru moves 20’ south of the campfire and tosses his net at the green clad enemy, holding onto the attached rope to try and grapple them.
Ranged touch attack1d20+4
If someone would be kind enough to move me, please. Thanks!
I moved your token but I'm not sure I put the token in the square you wanted.
| GM Jhaeman |
| 1 person marked this as a favorite. |
Eegru's hurled net entangles one of the masked men! Meanwhile, Zhaxia prepares for battle with a defensive ward.
Green is now entangled.
Eegru, I've taken the liberty of moving you one more square south (since you had the movement left) because otherwise Green would be just beyond the maximum 10' range for the net.
| GM Jhaeman |
To the southwest, vicious fighting ensues between the merchants and the masked men! One of the masked men is overwhelmed and drops to the ground, bleeding, but one of the merchants takes a terrible axe wound to his side and is barely able to stand!
With three of their number sound asleep, the other masked men look at each as if to say--should we fight or run? For now, the answer is fight! One of them slashes Eegru's arm, while the one wrapped in the net tries to chop his way free!
Yellow is reduced to negatives by fighting in the other camp.
Blue heads west to fight the merchants.
Red moves and attacks Eegru. Result: Hit. Eegru, you take 6 damage.
Green tries to cut his way free of the net. He does 6 damage to it, which is enough to destroy it.
Red vs Eegru: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 2 ⇒ (4) + 2 = 6
dim light miss chance: 1d100 ⇒ 65
Green cutting net: 1d6 + 2 ⇒ (4) + 2 = 6
| GM Jhaeman |
Initiative (Round 2)
Arioch
Grilgoth
Darzus
Eegru
Zhaxia
Masked Men
Merchants
Tempestas
Bold should go!
*For everyone except Zhaxia, who was randomly rolled to be on watch, you will be assumed not to be wearing Medium or Heavy armor unless you have the Endurance feat.
Please treat every square that is at least half covered with plantlife as Light Undergrowth: functions as difficult terrain, provides concealment (20% miss chance), +2 bonus to Stealth, but -2 to Acrobatics.
Ambient lighting is Normal Light if within 20' of a campfire, Dim Light if 20-40' away from a campfire, and Darkness if more than 40' away from a campfire. Please remember to factor your character's vision into your actions.
Tempestas
|
Tempestas' antennae quiver at the word freak. As far as I see it - YOU"RE THE FREAK!
Oh .. they all fell down ...
Since he considers it dishonourable to kill sleeping opponents, he heads down to help Eegru by going around the plants.
longsword: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d8 + 4 ⇒ (1) + 4 = 5
| GM Jhaeman |
Initiative (Round 3)
Arioch
Grilgoth
Darzus
Eegru
Zhaxia
Masked Men
Merchants
Tempestas
Bold should go!
*For everyone except Zhaxia, who was randomly rolled to be on watch, you will be assumed not to be wearing Medium or Heavy armor unless you have the Endurance feat.
Please treat every square that is at least half covered with plantlife as Light Undergrowth: functions as difficult terrain, provides concealment (20% miss chance), +2 bonus to Stealth, but -2 to Acrobatics.
Ambient lighting is Normal Light if within 20' of a campfire, Dim Light if 20-40' away from a campfire, and Darkness if more than 40' away from a campfire. Please remember to factor your character's vision into your actions.
Darzus
|
It worked once... perhaps I can continue pacifying bandits and neutralize the battlefield.
He begins to prepare another psychic blast of sleep induction...
[full round] Cast sleep (will pick area when it goes off next round)
Eegru
|
Eegru punches twice at the red enemy, trying to deal Nonlethal damage with his flurry of punches.
Attack 1d20 + 4 ⇒ (9) + 4 = 13
Nonlethal Damage 1d4 + 1 ⇒ (1) + 1 = 2
Attack 1d20 + 4 ⇒ (9) + 4 = 13
Nonlethal Damage 1d4 + 1 ⇒ (4) + 1 = 5
*Arioch
|
Arioch tries not being a sap while using a sap on the Gray Snoozer!
Sap with Sneak Dice: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 1 + 1d6 ⇒ (4) + 1 + (1) = 6
| GM Jhaeman |
As Darzus begins to again harness powerful psychic energies, his teammates try more physical approaches! Eegru punches to the stomach are absorbed by his masked foe's leather armor, but Arioch bashes one of the sleeping intruders with his sap! But the blow may have the opposite effect than intended--although injured, the victim is now wide awake!
Eegru's attacks vs Red both *just* miss.
With his victim prone and helpless, Arioch's attack hits. Gray is injured but now awake.
Zhaxia and Grilgoth are up (or I can bot tonight if needed).
Gray concealment undergrowth: 1d100 ⇒ 22
Grilgoth
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Grilgoth hangs back with Fluffy for now feeling no real impetus to participating fully in a battle in which they are tasked with losing.
Total Defence action is being taken.
The party is doing too well here. So I am doing my part in being ineffective. :)
| GM Jhaeman |
The Pathfinders' other lashunta agent unleashes a psychic assault, temporarily brain-locking one of the masked men!
Having met with unexpected resistance and clearly outnumbers, those invaders who are able to turn and flee! A sharp word in the Vudrani tongue from the leader of the "merchants" keeps them in place, unwilling to lured out and potentially separated in the darkness.
Red fails his saving throw and is dazed.
Black, Green, and Blue do Withdraw actions. Gray does Total Defense and stands up, provoking an AoO from Arioch.
Red save vs daze: 1d20 + 3 ⇒ (1) + 3 = 4
*Arioch
|
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@GM: I believe Arioch still gets the bonus vs. prone since the movement up *from* prone is what provokes?
Sap: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 1 ⇒ (6) + 1 = 7
Hah a potential nonlethal crit! 8)
Sap: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 1 ⇒ (1) + 1 = 2
| GM Jhaeman |
A resounding THUNK! echoes in the clearing as Arioch's sap connects with one of the masked men's temple, sending the man back down to the ground--hard! A short distance away, Tempestas dispatches another foe with a sword slash to the abdomen!
Arioch's attack knocks out Gray.
Tempestas' attack sends Red into negatives.
With all of the masked men fleeing, dead, or unconscious, we don't have to continue on Initiative for a Round 4, but if you wish to give chase or stay on for another reason, we can.
*Arioch
|
A resounding THUNK! echoes in the clearing as Arioch's sap connects with one of the masked men's temple, sending the man back down to the ground--hard! A short distance away, Tempestas dispatches another foe with a sword slash to the abdomen!
Arioch's attack knocks out Gray.
Tempestas' attack sends Red into negatives.
With all of the masked men fleeing, dead, or unconscious, we don't have to continue on Initiative for a Round 4, but if you wish to give chase or stay on for another reason, we can.
Given the light and terrain conditions I don't think chasing after them is a good option.
Darzus
|
Darzus wants to work on the ones who are asleep.
Darzus approaches the sleeping bandits. He holds up a hand to signal to the others to not do anything to them... yet.
One by one, enters their minds in hopes of smoothing over their hostilities.
Oneiromancy, WHITE, Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
Oneiromancy, GREY, Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8
Oneiromancy, GREY, Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
Oneiromancy, BLUE, Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10
Oneiromancy, BLUE, Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
As a standard action, you can tamper with the minds of sleeping creatures. You plant a subconscious thought in a sleeping creature’s mind by attempting a Diplomacy or Intimidate check to modify the sleeping creature’s attitude or request a service from it. If you succeed, when the creature wakes it behaves in the way you dictated with the normal restrictions for the Diplomacy or Intimidate skill. The target of oneiromancy remains unaware of this manipulation, though if you fail your Diplomacy check the subject might have its starting attitude toward you negatively impacted, as normal. You must be adjacent to the sleeping creature to use this ability. Alternatively, you can use this ability as part of the casting of dream, minor dreamARG, or nightmare. In this case, the oneiromancy effect takes place when the spell is cast. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Creatures that don’t dream are immune to this effect.
from Dream Psychic
Darzus
|
Shifting gears, he then further massages their minds for more favorable interactions when they awake.
Dream Leech WHITE, DC 15 will save
Dream Leech GREY, DC 15 will save
While adjacent to a sleeping or unconscious creature, you can take a swift action to siphon that creature’s dreams, thereby learning new things about your own mind. The creature can attempt a Will save to negate this effect; such creatures are never considered willing. Creatures that don’t dream are immune to this effect. If the subject fails the save, you gain a +4 bonus on your next Bluff, Diplomacy, or Intimidate check against the subject within the next 24 hours, and you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Charisma modifier, but no more than once per hour and no more than once per creature per day.
from Dream Psychic
Then stepping slowly away and whispering to the group, he states
They may be less hostile when they awake, and with any luck we can get a little information out of them.
He cracks his knuckles reflexively to loosen up after his mental exertion.
Darzus
|
Lol, Darzus can join after 5 standard actions and 2 swift actions (so 5 rounds, 30s?)
Grilgoth
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Grilgoth sits astride Fluffy puzzling out what to do next. The plan was a simple one but the party rebuffed the ruffians far too easily.
It should be fun to see what happens now that we are off script. ;)
@Darzus - I like your check mark system for tracking your resources. It makes my simple arithmetic method look a little boring. :)
Darzus
|
The box and the checked box are just ascii characters. You can copy them and do more or less the same thing :)
Eegru
|
Eegru was also conflicted about what to do next. The group had been too strong to be defeated by the attackers and he had no idea how to proceed further at this time. He decided to wait by the wagon.
| GM Jhaeman |
Okay, it sounds like the action is continuing! To avoid chaos, I'll put us back on Initiative but please feel free to stick with what you posted above. (Darzus, you can keep your rolls above if you want to stick with your actions, and I'll describe the effects each round)
Initiative (Round 4)
Arioch
Grilgoth
Darzus
Eegru
Zhaxia
Masked Men
Merchants
Tempestas
Bold should go!
Grilgoth
|
Grilgoth grins inwardly at the thought that they completely botched this mission so far. Clearly the idea of losing to opponents is so foreign to Pathfinders that is was impossible for the party to comply. Still she is certain that the party will find another way to move forward.