HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
I saw what you were doing with Angela and was not bothered, but she was very bossy and I can see where it could cause someone who is not me to feel 'not good.' I don't have a fix for that. It's a kind of character that's safer in a closed group of known players. That's just my thoughts for whatever they're worth.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"Yes. Masterfully done, Yelek." After searching the room, Baltzar takes the tin crown, "It may be a worthless trinket, but it may also have sentimental value to our prince. The venture-captain will want the book, I'm sure." "Given that he was chased away by the demons, I'm not sure he did have any magical skill."
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Baltzar tries to stab the demon through the back as it reels from Yelek's blow. Spear, Flank: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Baltzar strikes again as the second little monster moves past the first. "Tougher than they look!" Spear: 1d20 + 2 ⇒ (9) + 2 = 11
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Baltzar moves into the next chamber and takes cover beside the doorway. He readies his spear to attack. Readied Attack: Spear: 1d20 + 2 ⇒ (15) + 2 = 17
Spear Damage: 1d8 + 3 ⇒ (3) + 3 = 6
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Baltzar follows Yelek inside the ruined basement. "That is not in the least bit odd," Baltzar sarcastically states. Perception: 1d20 + 7 ⇒ (17) + 7 = 24
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"Hopefully, he does not return with reinforcements," Baltzar says as he heads into the sanctum, "Let us tell the Almsman that they are safe for now. We may need to track the Wyverns back to their hideout to truly ensure their safety, though." His expression suggests that he does not relish that plan.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"Well," Baltzar says as he loads his sling, "If only the spiders had been dealt with so easily." He whips a stone at the leader. Sling vs Cover: 1d20 - 4 ⇒ (14) - 4 = 10
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
The intent was to give Yelek flanking on Yellow and withdraw once Yellow was dispatched. However, it looks like the DC for tumbling through Yellek's square is 22 (minimum), so I'm not sure if Yellow is there.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Hearing the pitched battle, Baltzar moves into the sewer. "Yelek! You are surrounded!" He hurries over to harry the Steel Wyvern flanking the nagaji. Required a double move.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Baltzar moves around the sarcophagus and readies his spear to stab any Steel Wyverns cresting the stairs. Readied Attack: Spear: 1d20 + 2 ⇒ (6) + 2 = 8
Spear Damage: 1d8 + 3 ⇒ (5) + 3 = 8
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"We could use that bridge," Baltzar suggests, "And I suppose we could use the doors. The more time Stonelance has to shoot them as they crawl over the barricades, the better. Or we could reinforce the doors with the bridge and ambush them when they break through."
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"I agree that we should help defend them," Baltzar says as he looks over the sick and injured poor. "I am not so sure about pressing them into service for us."
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"Indeed. No harm," Baltzar says as he enters the sanctuary, "We are retracing the path of a man who lost his way in the sewers. He mentioned a portal to another plane of existence, which is cause for concern, so we are investigating." He places a gold coin in the alms bowl. "We have run into bandits and an innumerable number of spiders down here."
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"I suppose if we move slowly, we will not disturb the ratfolk's efforts," Baltzar proposes. He begins moving down the sewers at a cautious pace. Moving at half speed.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"It looks like several of you could benefit, hold still a moment," Baltzar requests as he concentrates, life-giving energy gathering within and then rolling over the companions. Channel Positive: 1d6 + 1 ⇒ (6) + 1 = 7
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
In initiative order, this occurs before Wiskerson's damage to the swarm (so just healing the missed alchemist's fire). Baltzar moves closer to the swarm of spiders that is attempting to devour the ratfolk. He concentrates for a moment--illuminated now, his skin seems to take on a healthy glow, his eyes brighten, and his hair more lustrous momentarily as life-restoring energies flow from him. Channel Positive: 1d6 + 1 ⇒ (2) + 1 = 3 "This battle is depleting my resources. Quickly." He begins reaching for his belt where one more flask hangs.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Baltzar takes a step away from the swarm and throws the vial of alchemist's fire at the mass of spiders where the archer just vacated. Ranged Touch: 1d20 + 1 ⇒ (2) + 1 = 3
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Fortitude Nausea: 1d20 + 3 ⇒ (17) + 3 = 20
Question:
Does it poison if it can't overcome my DR?
Fortitude Poison: 1d20 + 3 ⇒ (6) + 3 = 9 Baltzar's experience in the Chillblight protects him from the spider's tiny bites, and he stumbles back from the swarm. He breaks the seal on the vial in his hand with his thumb and douses himself with the pungent repellent. He then retrieves another flask of alchemist's fire from his belt. "Stonelance, run through the swarm to me." Actions:
5 ft Step
Standard: Apply vermin repellent (retrieved round 3) Move: Retrieve Flask of Alchemist's Fire Vermin Repellent: DC15 Fort Save for a swarm to move into Baltzar's square, duration 4 hours.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
GM Aosrax wrote: Sure thing Baltzar, I'll make sure to make the adjustment. When did you pull the flask of alchemist fire? And what square of the swarm were you targeting? Combat Round 2 He's targeting the square he just left, which would be on land.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
Fort Poison: 1d20 + 3 ⇒ (13) + 3 = 16
Baltzar emerges from the swarm as light returns. He throws the flask of alchemist's fire at the swarm. Ranged Touch Attack: 1d20 ⇒ 17
DR should affect the swarm damage.
HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)
"Stonelance, Yelek, someone bring me light so I can deal with these spiders before they decide to eat me!" Baltzar releases another wave of healing energy, uncertain who is truly in range, and removes a pungent vial from his belt. He then move a few feet towards Stonelance's light. Standard: Channel energy to heal living
Channel Energy: 1d6 + 1 ⇒ (4) + 1 = 5 Where is Stonelance? I thought Angela and I were in his light radius? Also, I think the desperation from the previous over-damaged situation has carried over and made this harder than it needed to be. We didn't need the stuff from the desk. |