Martin Amblecrown. |
"Gather 'round, everyone." Martin beckons to everyone. He chants an incantation and the runes on his forehead begin to glow. A wave of vitality energy bursts into everyone close by, healing their wounds.
Lv 3 Healing: 3d8 ⇒ (7, 6, 4) = 17
I think that would bring back everyone to full except Hancock (2 damage) and I (21 damage)
Shimmer, Sprite Investigator |
"Oh, that is better, thank you," says Shimmer, tucking her potion away again for the next emergency and loading her firearm. "I don't suppose you speak Draconic," she asks Kiiruba, "or know anything about those drakes?"
Hancock the Angry |
"Wow!"
for once Hancock's word is clear. He flexes his muscles and examines the locations of his old wounds in wonder.
I'm Ready to do init and charge in then.
GM chadius |
"Um...maybe I'll wait here?" Kiiruba remains in her cell. "I'm in no condition to fight. If you can clear the way I'll follow."
Hancock: 1d20 + 10 ⇒ (1) + 10 = 11
Roark: 1d20 + 11 ⇒ (19) + 11 = 30
Shimmer: 1d20 + 8 ⇒ (7) + 8 = 15
Martin: 1d20 + 12 ⇒ (1) + 12 = 13
Kargoth: 1d20 + 9 ⇒ (19) + 9 = 28
Blue: 1d20 + 10 ⇒ (6) + 10 = 16
Orange: 1d20 + 10 ⇒ (4) + 10 = 14
I'm rolling initiative so we can coordinate the order of actions here.
Round 1
Roark
Kargoth
Blue (52 damage)
Shimmer
Orange (12 damage)
Martin (21 damage)
Hancock (2 damage)
Everyone except Roark is in the basement. There is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.
Hancock the Angry |
There is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.
So one stride action to get to the top, leaving two actions?
Kargoth Stouthammer |
"We're rushing out, I assume..." Kargoth says.
What's a two-round heal?
GM chadius |
GM chadius wrote:There is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.So one stride action to get to the top, leaving two actions?
Yes, 1 action to get to the top of the stairs
Roark Thunderbird |
He won't raise his buckler since won't do anything against breath weapons anyway
◆ Stride
◆ Dance
◆ Activate scarf (Concealed)
GM chadius |
Kargoth moves as quickly as he can. Dwarves are slow but steady.
Roark gets himself full of panache as the scarf twirls around him.
The Blue drake whines to the Orange drake, who simply snorts. Another ball of electricity forms in his mouth, right for Kargoth. The bolt arcs towards Roark.
Electricity Damage: 6d6 ⇒ (2, 5, 3, 4, 6, 5) = 25
Recharge: 1d6 ⇒ 6
GM chadius |
Round 1
Roark (Panache, Dancing Scarf, DC 20 Reflex Save vs 25 Electricity Damage)
Kargoth (DC 22 Reflex Save vs 25 Electricity Damage)
Blue (52 damage, Recharge 6 rounds)
Shimmer
Orange (12 damage)
Martin (21 damage)
Hancock (2 damage)
Everyone except Roark is in the basement. There is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.
Kargoth Stouthammer |
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex hero point: 1d20 + 5 ⇒ (9) + 5 = 14 (Not sure I have any left but anyway...)
Kargoth is struck and goes down. "Damn.. stumpy.. legs.."
Roark Thunderbird |
Ref: 1d20 + 13 ⇒ (6) + 13 = 19 HP are meant to be used!
Ref: 1d20 + 13 ⇒ (14) + 13 = 27
Roark dives out of the way and avoids the worst of the zap.
Shimmer, Sprite Investigator |
"Can you run?" Shimmer asks Kiiruba, "Can you move after we draw its fire?"
In the interest of avoiding bunching up again, she hurries up the stairs and then pauses, leaning against a pillar she keeps between herself and the drakes.
◆ Stride
◇ Might as well attempt to Devise a Stratagem vs Blue: 1d20 ⇒ 5; good, not worth using anyway
◆ Stride
◆ Take Cover
Kargoth Stouthammer |
Made a mistake and will be at 15/40 after that hero point.
"That still hurt..."
GM chadius |
With the drakes done blasting, Kiiruba quickly runs up the stairs and bolts for the exit, getting outside the bath house doors and past Roark before stumbling and catching her breath.
Round 1
Roark (Panache, Dancing Scarf, 12 Damage, DC 20 Reflex Save vs 19 Electricity Damage)
Kargoth (25 Damage, DC 22 Reflex Save vs 19 Electricity Damage)
Blue (52 damage, Recharge 6 rounds)
Shimmer (DC 20 Reflex Save vs 19 Electricity Damage, +2 Circumstance for Take Cover)
Orange (12 damage, Recharge 3 rounds)
Martin (21 damage)
Hancock (2 damage)
In the basement, there is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.
Roark Thunderbird |
Reflex: 1d20 + 13 ⇒ (7) + 13 = 20
Martin Amblecrown. |
Martin follows Kiruba as they dash outside the building.
Hancock the Angry |
Hancock makes a mad rush towards the exit but sees Kargoth there and pauses to thump the blue dragon.
◇ Rage
◆◆ Sudden Charge
◆ Strike
GM chadius |
Round 1
Kargoth (25 Damage, DC 22 Reflex Save vs 19 Electricity Damage)
Shimmer (9 damage)
Orange (12 damage, Recharge 3 rounds)
Martin (21 damage)
Hancock (2 damage, 1 action remaining)
Round 2
Roark (Panache, Dancing Scarf, 21 Damage)
In the basement, there is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.
Hancock the Angry |
In that case Hancock hoists Kargoth as his last action.
Note: Hancock is carrying 8.92 bulk and has a max bulk of 10 and has the unburdoned iron feat.
Roark Thunderbird |
Roark charges in, slams his beak into Orange and runs back out making sure he turns the corner so as not to get zapped again.
Beak: 1d20 + 14 ⇒ (13) + 14 = 27 for Piercing Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Confident Finisher: 3d6 ⇒ (1, 1, 3) = 5
Half if a miss (but not a critical miss)
Critical Hit: Double Damage, DC 21 Fort or Slowed 1 until the end of Roark's next turn
◈ Stride
◈ Beak
◈ Stride
GM chadius |
The bolt hits Kargoth and he falls unconscious. Hancock takes this opportunity to pick him up.
Roark dashes in, impales the remaining drake, who wails as the blue scaled fellow falls.
Round 2
Roark (Panache, Dancing Scarf, 21 Damage)
Shimmer (9 damage)
Kargoth (0 HP, Dying 1, Unconscious, carried by Hancock)
Orange (25 damage, Recharge 3 rounds)
Martin (21 damage)
Hancock (2 damage, carrying Kargoth)
In the basement, there is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.
Bruce NPC |
With the drakes done blasting, Kiiruba quickly runs up the stairs and bolts for the exit, getting outside the bath house doors and past Roark before stumbling and catching her breath.
Bruce is on her heels, legs pumping in tandem with hers, looking like some kind of two man race with both legs tied together. When Kiiruba stops she is nearly bowled over, but Bruce launches himself into the air and to the side and slumps up against the outer wall of the building.
Kargoth Stouthammer |
Kargoth dreams of all the brews he's had...
Recovery check: 1d20 + 1 ⇒ (16) + 1 = 17
Thanks Hancock!
GM chadius |
Kargoth's lightning burns halt as Hancock picks him. Must be his magic touch.
Round 2
Roark (Panache, Dancing Scarf, 21 Damage)
Shimmer (9 damage)
Kargoth (0 HP, Wounded 1, Unconscious, carried by Hancock)
Orange (25 damage, Recharge 3 rounds)
Martin (21 damage)
Hancock (2 damage, carrying Kargoth)
In the basement, there is a 10 ft flight of stairs (climbing upstairs is considered difficult terrain.) I don't have a basement map, but assume if you Stride you can climb upstairs. The top of the stairs is the black box on the map.
Shimmer, Sprite Investigator |
Shimmer hurries out after the others. "I still have that healing potion, if we need it?" she says urgently.
◈ Stride
◈ Stride
◈ Swap items
GM chadius |
Shimmer escapes and readies a healing potion, just in case.
The remaining drake rages and dashes after Hancock, full of anger. She enters a draconic frenzy and wallops him twice with her tail.
jaws: 1d20 + 15 ⇒ (2) + 15 = 17
tail: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Bludgeoning: 2d6 + 7 ⇒ (6, 2) + 7 = 15
tail: 1d20 + 15 - 8 ⇒ (16) + 15 - 8 = 23
Bludgeoning: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Round 2
Orange (25 damage, Recharge 3 rounds)
Martin (21 damage)
Hancock (32 damage, carrying Kargoth)
Round 3
Roark (Panache, Dancing Scarf, 21 Damage)
Shimmer (9 damage)
Kargoth (0 HP, Wounded 1, Unconscious, carried by Hancock)
Everyone has an opportunity to escape at this point, if you wish.
Roark Thunderbird |
Roark shouldn't have panache since he used confident finisher earlier.
Assuming Roark can see Orange
"Hey! Leave my friends alone!" Roark yells, before shooting a fireball at Orange.
Ignition, Ranged: 1d20 + 11 ⇒ (16) + 11 = 27 for Fire Damage: 4d4 ⇒ (2, 2, 4, 1) = 9 Crit - double damage + 3d4 Persistent Fire
◈ Stride (if Roark has no LoS to Orange)
◈◈ Ignition
◈ Stride (if Roark initially has LoS; he'll duck around the corner so as not to get zapped by Orange's lighting)
Hancock the Angry |
Barely fazed in his current stage of rage, Hancock hauls Kargoth out of the building and to safety. He does, however, look like he is ready to turn back (next turn) and teach that drake a lesson.
GM chadius |
Hancock takes the blows like a champ and rushes outside before gently dropping Kargoth. He's alive and in stable condition, so Hancock considers his next action.
Roark shoots a gout of flame that burns the drake before dashing around the corner.
Round 2
Orange (34 damage, Recharge 2 rounds)
Martin (21 damage)
Hancock (32 damage)
Round 3
Roark (21 Damage)
Shimmer (9 damage)
Kargoth (0 HP, Wounded 1, Unconscious, Prone)
GM chadius |
At long last, you manage to escort Kiiruba out of the bath house and leave the drakes to their fate.
On your way to Lady Junianis, Kiiruba manages to hold herself long enough to give you more information. "I think there was a woman who kept asking me questions about the Pathfinder Society. I think her name was Lady Forsythe? It's hard to tell, I thought I was talking to her or talking to the Venture-Captains..."
You get to Lady Junianis's manor, and her assistants begin mending to your injuries.
"Their headquarters is called Hell's Light." Kiiruba holds her head steady. "You should rest up before you go, I doubt it will be easy to break into their headquarters without a fight." She sighs. "I am certain my allies are dead by now, so there's no need to rush in, okay?"
Lady Junianis agrees. "I know where that location is. It's an abandoned prison. You should rest up before you go. Maybe purchase supplies."
Anyone wants to buy equipment? Do any research? What time of day will you approach Hell's Light?
Hancock the Angry |
May we assume we used medicine to restore all HP, or at least Lady Junianis's assistants, or do we need to post/roll something?
Hancock makes it know that he likes the idea of a night raid, but then he would, having darkvision. No purchases from him.
Roark Thunderbird |
Roark has an aeon stone so he should be fine in 20 minutes. No purchases either.
Shimmer, Sprite Investigator |
"Oh, we do have some information about that, actually..." says Shimmer gently.
She informs Kiiruba about the Pathfinders they already knew were dead, generally at first then adding details if she seems up for it.
"...I should've stocked up on ammunition before coming here," says Shimmer, checking her supply, "but it should be enough. Or I could get some and try asking around a bit at the same time? We still have a lot of questions, but it sound like they'll be answered at Hell's Light. I'm not sure we need any more information before we go--but it never hurts."
Roark Thunderbird |
Roark looks at his singed tail feathers. "My feathers!" he moans, "All that feather spa treatments... GONE!"
Kargoth Stouthammer |
Have Aeon stone as well.
"Night feels fine to me. I can get a few drinks in... Oh my head.. and clothes..." Kargoth says.
GM chadius |
As the medics help heal your wounds, Kiiruba fights back her sorrow. "We were told to always be ready." She rubs the sides of her head. "I don't need all the details now. I need to rest..."
"Yes, indeed you do. I will get the requested information when you are feeling better. Kiiruba, please follow my assistants." Kiiruba bows to you before leaving the room with a pair of halflings.
"Sounds like you are thinking of a night raid? Do you want to rest for a day first, or go in immediately?"
All of you are fully healed. You have the option of waiting a day to recharge your spells or you can go in now.
Hancock the Angry |
Hancock is ready and raring to go, not having any class abilities he needs to recharge.
Roark Thunderbird |
Roark chats with Kargoth. "I think you'll like Stitch... he's a crotchety old dwarf but he's a good egg..."
Martin Amblecrown. |
Martin would like to spend time to regain spell slots if that's okay with everyone
"The battles with the cultist and drakes really took a lot out of Mavenee and me. I suggest we wait til tomorrow?"
GM chadius |
Martin requests to take some rest. Lady Junianis claps and several assistants prepare to draw a bath, cook food and dress beds.
You all rest for the night and perform daily preparations.
Kiiruba spends most of the day sleeping, turning into her fox form and curling up in a corner. She's still suffering from the side effects of Ice Tears, pausing sometimes when she sees something she thinks she shouldn't.
As the sun sets, Lady Junianis gives you directions. As you head towards the area, you notice fewer and fewer people walking the streets. Windows slam shut, a curious glance from a pickpocket decides you're not worth the trouble and disappears into the shadows.
You reach the entrance to Hell's Light. It has all the markings of an abandoned prison: barred windows, cracked crumbling walls, and a weathered spot in the shape of Chileax- someone must have ripped off the insignia, hoping to sell it somewhere.
The entryway is unlocked and contains a table and few chairs, but not much else. A hallway has two obvious exits. A jail cell to the West and a Courtyard that is South of you.
Please state your Exploration Activities.
Which way? Once two of you agree we'll proceed.
Martin Amblecrown. |
As they enter the building, Martin casts Detect Magic. He then sets his sights on the direction of the jail cell.
Detect Magic for Exploration activities. My vote's on the jail cell.
Kargoth Stouthammer |
[ooc]Exploration action - Search[ooc] Kargoth looks around.
"Jail would be a good place to start!"