Aoi Rosenthal
|
AoO: 1d20 + 4 - 4 + 4 ⇒ (18) + 4 - 4 + 4 = 22 more if the katana is masterwork or better
Dmg: 1d8 ⇒ 8
UMD: 1d20 + 18 ⇒ (12) + 18 = 30 Sputnik will use the wand of Dimension Door they got earlier after Aoi grabs the longspear, teleport it and its master out of the sphere. Then Aoi will drop (besides the spears as free action) a Fireball with Reckoning(switching as swift action) at the two guards.
Fireball, DC22 Reflex: 8d8 + 8 ⇒ (6, 6, 1, 3, 5, 6, 8, 2) + 8 = 45
| GM Ansha |
[dice=UMD]d20+18 Sputnik will use the wand of Dimension Door they got earlier after Aoi grabs the longspear, teleport it and its master out of the sphere. Then Aoi will drop (besides the spears as free action) a Fireball with Reckoning(switching as swift action) at the two guards.
[dice=Fireball, DC22 Reflex]8d8+8
Riko's longspear was shunted out of the force sphere, so Aoi won't be able to grab it on her way out (but presumably, she doesn't need to, since she seems to intend to deny the weapon to Riko). Also, the two remaining honor guards are pretty much off-map by this point, and I don't think Aoi has line-of-sight to them through the elevation change and the intervening trees. Do you want to try something different instead of the fireball?
Aoi Rosenthal
|
Aoi Rosenthal wrote:Riko's longspear was shunted out of the force sphere, so Aoi won't be able to grab it on her way out (but presumably, she doesn't need to, since she seems to intend to deny the weapon to Riko). Also, the two remaining honor guards are pretty much off-map by this point, and I don't think Aoi has line-of-sight to them through the elevation change and the intervening trees. Do you want to try something different instead of the fireball?[dice=UMD]d20+18 Sputnik will use the wand of Dimension Door they got earlier after Aoi grabs the longspear, teleport it and its master out of the sphere. Then Aoi will drop (besides the spears as free action) a Fireball with Reckoning(switching as swift action) at the two guards.
[dice=Fireball, DC22 Reflex]8d8+8
I supposed the forest fire here is already bad enough......Could the familiar ready action to teleport Aoi and itself out of the sphere/out of harm if Aoi detonates the Fireball inside the sphere, in a way that Aoi and the familiar is not hurt?
Hekk
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reflex: 1d20 + 7 ⇒ (1) + 7 = 8
well that aint good...how much damage do i take? that will determine my actions...
No need! See first line of this post
@GM
Are any of the guards targetable with a composite longbow at the moment? If so, he targets them with a full action. If not he readies an action to fire when one comes within 110 feet (range increment) and sight with the first attack below.
To hit bow: 1d20 + 8 ⇒ (16) + 8 = 24
Damage bow: 1d8 + 8 ⇒ (5) + 8 = 13
To hit bow, iterative: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11
Damage bow: 1d8 + 8 ⇒ (6) + 8 = 14
Goran Baldaros
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[ooc[ i missed that the saves wasn';t needed in second post...a 1 on my Perception on that one...lol[/ooc]
You're the last one left...surrender...there is no point for it to go on any further... Goran pleads with the last remaining warrior.
diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
| GM Ansha |
| 1 person marked this as a favorite. |
[dice=AoO]d20+4-4+4 more if the katana is masterwork or better
18 on the die with a katana is a critical threat, if you want to roll that.
Could the familiar ready action to teleport Aoi and itself out of the sphere/out of harm if Aoi detonates the Fireball inside the sphere, in a way that Aoi and the familiar is not hurt?
Although the idea sounds cool, I really have no idea how to implement that. By RAW, the familiar’s readied action would end up preempting the fireball, which means that by the time Aoi cast the spell, she’d no longer have line of effect to the inside of the force sphere.
Are any of the guards targetable with a composite longbow at the moment? If so, he targets them with a full action. If not he readies an action to fire when one comes within 110 feet (range increment) and sight with the first attack below.
The trees and smoke from the blight fire probably made it impossible to see the two honor guards at this point, so I’ll assume the readied action here.
You're the last one left...surrender...there is no point for it to go on any further... Goran pleads with the last remaining warrior.
“Ph'nglui mglw'nafh qlippoth wgah-nagl fhtagn!” is Riko’s only reply. (Confused Abyss-corrupted gibberish for “no thank you,” you guess.)
Aoi Rosenthal
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Aoi Rosenthal wrote:more if the katana is masterwork or better18 on the die with a katana is a critical threat, if you want to roll that.
Aoi wrote:Could the familiar ready action to teleport Aoi and itself out of the sphere/out of harm if Aoi detonates the Fireball inside the sphere, in a way that Aoi and the familiar is not hurt?Although the idea sounds cool, I really have no idea how to implement that. By RAW, the familiar’s readied action would end up preempting the fireball, which means that by the time Aoi cast the spell, she’d no longer have line of effect to the inside of the force sphere.
"You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point." There is technically a small fire bead travel time before it detonate, that's the timing Aoi and Sputnik is looking for. I will think of something else if you don't think it would work.
Confirm: 1d20 + 4 - 4 + 4 ⇒ (7) + 4 - 4 + 4 = 11 (More if the sword is masterwork or better) Crit dmg: 1d8 ⇒ 5
Xasay Xyu
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Quick as a wink, the shadow-crocodile vanishes while Xasay looks at Riko with renewed interest, tapping on the force shield as much out of curiosity in the thing itself as to get the attention of those inside.
“Ph'nglui mglw'nafh qlippoth wgah-nagl fhtagn!” is Riko’s only reply. (Confused Abyss-corrupted gibberish for “no thank you,” you guess.)
"Ph'thotep lagn nGAI Aklui!?! IA! IA! Nafh'thon-Yog umr' sothothothos ai-thortz fhtagn!?!"
Not that I'm terribly optimistic, but under the circumstances:
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
| GM Ansha |
I will think of something else if you don't think it would work.
Let's just stick to rules-as-written here. Please think of something else.
Xasay attempts to plead his case with the mutated deserter commander as well, with about as much luck as Goran.
Init Order - Round 6
Lt Riko -8 (dazzled, nauseated, confused, emergency force sphere)
Aoi -10, emergency force sphere
Sputnik, arbiter familiar, emergency force sphere
Hekk
Goran -10
Khugron -10
Omar
Xasay -20
Honor Guards
-HG1 -68
-HG2 dazzled, panicked -10
-HG3 dazzled, shaken -51
-HG4 dazzled, blinded, panicked -42
-HG5 dazzled, panicked -70
-HG6 -66
Note: All remaining honor guards are hovering 10 feet off the ground.
Bold are up!
| GM Ansha |
Botting Khugron: The nagaji maintains his overwatch position (total defense again).
Round 7+
Lt Riko -3 (dazzled, nauseated)
Aoi -10
Sputnik, arbiter familiar
Hekk
Goran -10
Khugron -10
Omar
Xasay -20
Honor Guards
-HG1 -68
-HG2 dazzled, panicked (4 rd) -10
-HG3 dazzled, shaken -51
-HG4 dazzled, blinded, panicked (4 rd) -42
-HG5 dazzled, panicked -70
-HG6 -66
The battle continues to rage around the Pathfinders, with aasimar and tengu on one side and corrupted aasimar on the other. Between the two remaining honor guards' panic and Riko's debilitating eye issues, the party find themselves in a lull in the fighting. Riko does manage to locate her longspear, though (move action to move to where the weapon fell, though she doesn't pick it up--also, Goran and Xasay get an attack of opportunity each on her as she moves).
Meanwhile, a handful of aerial bombardiers attempt to drop more branches burning with blight fire on Goran and Xasay. (23 cold damage, DC 18 Reflex for half--or someone makes a ranged attack to hit AC 17 to negate the damage for the round.)
Riko and the remaining honor guards will fight to the death, but you have 7 rounds until Riko's mydriatic spontaneity wears off and she's able to fight again, and 4 rounds until fear wears off of the surviving honor guards, plus another several rounds before they get back into the fight.
As such, we'll say everyone has 7 rounds of actions they can take before combat resumes. Unless prevented somehow, Riko spends a move action to pick up her longspear on round 8.
Aoi Rosenthal
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"Negotiation failed, it seems."
Sputnik fly to 25ft away from Riko and clicks the Ill Omen wand at her, and Aoi starts casting spells at Riko.
If Riko failed her save vs evil eye at round 3, the -4 on saving throw last 12 rounds
Round 7
First she has to make sure Riko doesn't run away from the martials
Shadow Trap DC20 Will or entangled and can't move more than 5ft away from where she's at, roll twice take worse.
Hekk
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Did Hekk not attack with his readied action because I said he would target guards instead of bombardiers? Which is the icon for Riko? Could you make all baddies circular or outlined in a certain color to make it more obvious? And just to be clear, Riko is no longer protected behind a force field, correct?
| GM Ansha |
Did Hekk not attack with his readied action because I said he would target guards instead of bombardiers? Which is the icon for Riko? Could you make all baddies circular or outlined in a certain color to make it more obvious? And just to be clear, Riko is no longer protected behind a force field, correct?
Riko is the one with a face at the top (the guards just look like a torso and an arm about to draw a sword). I'll see what I can do about the icons. Yes, Riko is no longer inside a force sphere. As for the readied action, that was just an oversight on my part. You do target and hit the bombardiers, so that will negate the damage they might have done in Round 6.
Omar Posada
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Omar stops singing, picks up his polearm and climbs the northern towards the leader and others.
I guess our other two friends got themselves lost.
Xasay Xyu
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"Ng-AYAH!"
attack of opportunity, +1 Longsword: 1d20 + 9 ⇒ (13) + 9 = 22
enchanted slashing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Reflex save?: 1d20 + 8 ⇒ (11) + 8 = 19
| GM Ansha |
Xasay slashes at Riko as the mutated aasimar makes a stumbling dash for her long spear, drawing a line of blood. Aoi’s spell completes, and Riko’s movements became even more sluggish- it almost seems that she’s fighting against her own shadow.
In the interest of not drawing this fight out too much, if y’all could post seven rounds of actions at once, it would be helpful. Especially if those actions involve attacking Riko.
Khugron
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Khugron charged forward as best as he could to join the others in dealing with Riko, pounding him into pulp.
Acrobatics(jumping): 1d20 + 11 ⇒ (17) + 11 = 28
Rage power attack furious focus R2: 1d20 + 16 ⇒ (4) + 16 = 201d10 + 15 + 9 ⇒ (6) + 15 + 9 = 30
Rage power attack send attack R2: 1d20 + 8 ⇒ (19) + 8 = 271d10 + 15 + 9 ⇒ (6) + 15 + 9 = 30
Rage power attack furious focus R3: 1d20 + 16 ⇒ (16) + 16 = 321d10 + 15 + 9 ⇒ (10) + 15 + 9 = 34
Rage power attack send attack R3: 1d20 + 8 ⇒ (17) + 8 = 251d10 + 15 + 9 ⇒ (3) + 15 + 9 = 27
Rage power attack furious focus R4: 1d20 + 16 ⇒ (20) + 16 = 361d10 + 15 + 9 ⇒ (6) + 15 + 9 = 30
Crit?: 1d20 + 16 ⇒ (16) + 16 = 322d10 + 48 ⇒ (1, 10) + 48 = 59
Rage power attack send attack R4: 1d20 + 8 ⇒ (18) + 8 = 261d10 + 15 + 9 ⇒ (1) + 15 + 9 = 25
This round double move, then the attacks
Hekk
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#1 Hekk will move next to Riko round 1 and drop his bow.
#2 Then he continuelly full attack with tooth and claw.
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (7) + 15 - 2 + 2 = 22
Piercing, slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (5) + 15 - 2 + 2 = 20
Piercing,slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (3) + 10 + 4 + 2 = 19
To hit bite (toothy), power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (1) + 15 - 2 + 2 = 16
Piercing, slashing, and bludgeoning damage power attack(secondary), rage: 1d4 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15
To hit claw, power attack, rage, MAP: 1d20 + 15 - 2 + 2 - 5 ⇒ (20) + 15 - 2 + 2 - 5 = 30
Slashing and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (3) + 10 + 4 + 2 = 19
confirm: 1d20 + 15 - 2 + 2 - 5 ⇒ (13) + 15 - 2 + 2 - 5 = 23
Slashing and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (3) + 10 + 4 + 2 = 19
#3
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (10) + 15 - 2 + 2 = 25
Piercing, slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (1) + 10 + 4 + 2 = 17
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (11) + 15 - 2 + 2 = 26
Piercing,slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (5) + 10 + 4 + 2 = 21
To hit bite (toothy), power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (20) + 15 - 2 + 2 = 35
Piercing, slashing, and bludgeoning damage power attack(secondary), rage: 1d4 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15
confirm: 1d20 + 15 - 2 + 2 ⇒ (14) + 15 - 2 + 2 = 29
Piercing, slashing, and bludgeoning damage power attack(secondary), rage: 1d4 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17
To hit claw, power attack, rage, MAP: 1d20 + 15 - 2 + 2 - 5 ⇒ (4) + 15 - 2 + 2 - 5 = 14
Slashing and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (2) + 10 + 4 + 2 = 18
confirm: 1d20 + 15 - 2 + 2 - 5 ⇒ (18) + 15 - 2 + 2 - 5 = 28
#4
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (9) + 15 - 2 + 2 = 24
Piercing, slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (2) + 10 + 4 + 2 = 18
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (18) + 15 - 2 + 2 = 33
Piercing,slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
To hit bite (toothy), power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (14) + 15 - 2 + 2 = 29
Piercing, slashing, and bludgeoning damage power attack(secondary), rage: 1d4 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15
To hit claw, power attack, rage, MAP: 1d20 + 15 - 2 + 2 - 5 ⇒ (10) + 15 - 2 + 2 - 5 = 20
Slashing and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (2) + 10 + 4 + 2 = 18
confirm: 1d20 + 15 - 2 + 2 - 5 ⇒ (4) + 15 - 2 + 2 - 5 = 14
#5
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (8) + 15 - 2 + 2 = 23
Piercing, slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
To hit claw, power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (18) + 15 - 2 + 2 = 33
Piercing,slashing, and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (3) + 10 + 4 + 2 = 19
To hit bite (toothy), power attack, rage: 1d20 + 15 - 2 + 2 ⇒ (12) + 15 - 2 + 2 = 27
Piercing, slashing, and bludgeoning damage power attack(secondary), rage: 1d4 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16
To hit claw, power attack, rage, MAP: 1d20 + 15 - 2 + 2 - 5 ⇒ (15) + 15 - 2 + 2 - 5 = 25
Slashing and bludgeoning damage, power attack(primary), rage: 1d6 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
confirm: 1d20 + 15 - 2 + 2 - 5 ⇒ (1) + 15 - 2 + 2 - 5 = 11
If it goes longer than this I'm thinking he might need to reevaluate before he uses up his rage.
| GM Ansha |
Riko ducks Goran's blow as she passes as well. She retrieves her longspear, still struggling to move and staggering about drunkenly. Hekk and Khugron fall upon her then with polearm, tooth, and claw. She snarls and hisses at them as their blows land, but Aoi's spells make it impossible for her to fight back. After a handful of blows from the pair, she collapses in a pool of blood.
The battle still rages around the Pathfinders, although occasionally, additional bombardiers attempt to drop burning branches on the largest cluster of the party.
Riko is slain in Round 9. Bombardiers attempt to drop burning branches on Hekk & Khugron in Round 8, but I'm assuming Omar will spend an action to drive them off again. More bombardiers show up in Rounds 10, 12, and 14. The two surviving honor guards return to the fight in Round 14. I will assume no actions posted mean you are not doing anything in Rounds 9-13, so I'll pick back up with another update later with us in Round 14.
Goran: It's your choice whether to channel or use a wand, but wand charges are not a renewable resource. The party has plenty of time to gather together to be affected by a channel or two before the honor guards return.
Current Party Status as of Round 9:
Aoi -10
Sputnik, arbiter familiar
Hekk
Goran -10
Khugron -10
Omar
Xasay -20
Omar Posada
|
Omar will indeed use his bow if aerial targets appear.
He was not going to shoot into melee
”Incoming!!! “
Round 14
bow, hero: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
bow, hero: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Round 15
bow, hero: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
bow, hero: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Round 16
bow, hero: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
bow, hero: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Hekk
|
Hekk will pick up his bow and lend his attacks as well as the fliers come back for another try.
Hekk
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To hit bow: 1d20 + 8 ⇒ (17) + 8 = 25
Damage bow: 1d8 + 8 ⇒ (6) + 8 = 14
To hit bow, iterative: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
Damage bow: 1d8 + 8 ⇒ (1) + 8 = 9
Xasay Xyu
|
Rounds 9-13:
Xasay uses the hiatus to make us of a curious implement: A long wand consisting of three rods (one of coral, one of quartz, and one of tar pitch) bound by three rings (one of copper, one of silver, and one of gold), all etched in a strikingly colorful mercury-sulfur compound with what the suitably educated would recognize as long strings of Lirgeni mathematical equations. Holding it at both tips, he twiddles it in his hands, then points it with a flourish at himself and others in turn, each of whom are suddenly struck by a strange premonition....
Today's lucky numbers are...!:
mine: 1d20 ⇒ 12
Goran: 1d20 ⇒ 18
Khugron: 1d20 ⇒ 16
Hekk: 1d20 ⇒ 20 <--- We have a loser!!! Ow, sorry Hekk!
Omar: 1d20 ⇒ 3
Round 14:
Xasay takes the opportunity to experiment with another one of his stencils: As one of the guardsmen approaches, he is beset by a giant, flying, blacker-than-black ant with jaws that could tote a haybale lengthwise.
Again, a DC 21 Will save will reduce it to 20% reality:
bite: 1d20 + 3 ⇒ (10) + 3 = 13
damage, 1 is electrical: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
If that hits:
Grab?: 1d20 + 3 ⇒ (7) + 3 = 10
sting: 1d20 + 3 ⇒ (18) + 3 = 21
damage, 1 is electrical: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Venom! DC 14 Fortitude save or Strength damage: 1d2 ⇒ 1
| GM Ansha |
After a lull in the fighting, the two surviving honor guards come flying in from the same directions they flew out. Spotting one of them, Aoi flings a fireball in his general direction--the mutated aasimar is incinerated instantly.
Round 14 Initiative
Honor Guards
-HG2 dazzled -10
-HG4 dazzled -81
Aoi
Sputnik, arbiter familiar
Hekk
Goran
Khugron
Omar
Xasay -3
As before, the honor guards are hovering/flying 10' off the ground. Also, as of round 14, only HG4 (blue) is visible--the other is hidden behind a rock outcropping.
The party is up (minus Aoi, who threw a fireball)!
Xasay, Aoi incinerated the only visible target you've got right now. What do you want to do instead?
Omar Posada
|
Omar continues to fire arrows.
So they have decided to rejoin the fray!
bow, hero: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
bow, hero: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 for dmg, hero, str: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Hekk
|
Hekk starts moving to a better vantage point and readies and action to shoot at any incoming fliers.
To hit bow, fatigued: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Damage bow, fatigued: 1d8 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Xasay Xyu
|
Xasay finishes making the rounds with his weird (in multiple senses of the word) wand.
Aoi's lucky number: 1d20 ⇒ 6
He then tries to hide, as much out of instinct as anything else.
Stealth: 1d20 + 24 ⇒ (1) + 24 = 25
| GM Ansha |
Goran, I'm going to assume you readied an attack here. I'm also assuming that Hekk's readied action was to drive off bombardiers this round.
Between Omar and Hekk, the next wave of bombardiers are driven off. The sole surviving honor guard flies low and, spotting Hekk, dives toward him as he crests the rock outcropping. Goran is quick to send arrow at the guard, and it buries itself in his wing. A moment later, Aoi incants another spell and lobs a second fireball. This one flies past the honor guard before detonating, catching the mutant aasimar in its blast (but not Hekk). The aasimar crashes to the ground, smoke rising from his body.
Combat over
Seeing Lt Riko and her honor guards fall, the remaining deserters surrender to the Twenty-Four Masks and the Tianji aasimar soldiers. The tengu and uncorrupted aasimar accept their surrender, disarming them and rounding them up. Captain Tai Dan approaches the party shortly thereafter.
"What do you want us to do with these prisoners?" he asks, gesturing to the deserters.
If you choose to examine the prisoners, give me a Sense Motive and/or Heal check.
Hekk
|
Hekk will join the looting crew, though he uses more mundane methods.
| GM Ansha |
While Omar and Goran look the POWs over and Khugron keeps watch over them, the rest of the group police the fallen deserters' equipment.
Detect magic shows that six of the honor guards' crossbow bolts (one per honor guard) are magical. Lt Riko's longspear, tatami-do armor, belt, brooch, and cloak are also magical. In addition, fourteen potions between them are magical.
Give me Spellcraft checks if you want to identify them.
Goran Baldaros
|
They appear to have siffered some sort of mental affliction...leading them to be used and controlled. They honestly thought they were doing the right thing. Poor fellows...they'll need some sort of guidance and spiritual cleansing after this, I fear....
spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16
spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23
spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13
spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9
spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8
spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24
in order from your post...i lumped the bolts and potions in one roll...assuming they are the same
Aoi Rosenthal
|
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 20 ⇒ (20) + 20 = 40
1d20 + 20 ⇒ (5) + 20 = 25
1d20 + 20 ⇒ (16) + 20 = 36
1d20 + 20 ⇒ (17) + 20 = 37
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (19) + 20 = 39
1d20 + 20 ⇒ (14) + 20 = 34
1d20 + 20 ⇒ (12) + 20 = 32
1d20 + 20 ⇒ (17) + 20 = 37
1d20 + 20 ⇒ (19) + 20 = 39
1d20 + 20 ⇒ (6) + 20 = 26
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 20 ⇒ (4) + 20 = 24
1d20 + 20 ⇒ (4) + 20 = 24
1d20 + 20 ⇒ (15) + 20 = 35
| GM Ansha |
Between Goran and Aoi, you identify them items as:
Longspear +1
Tatami-do +1
Belt of giant strength +2
Cloak of resistance +1
Potion of lesser restoration
Potion of invisibility (CL5)
12 potions of Cure Light Wounds
6 screaming bolts
Also, the brooch was an aegis of recovery , but it was spent during the combat and crumbles to dust when you handle it.
Aoi Rosenthal
|
| 1 person marked this as a favorite. |
Since only Xasay was hurt minorly after the battle, Aoi suggests that the CLW potions can be offered to heal our ally aasimar/tengu 24 Masks.
Xasay's shadow summon won't break Invisibility so that's something to be considered about the potion of Invisibility.
Potion of Lesser Restoration can either be carried by the healer, or whoever that's physically the weakest (worst Fort save?)
Hekk
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Heck discards the items as useless to him and allows the others to fight over them. Or give them away.