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435 posts. Alias of Maar the Volcano Monk.


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Korvosan Sewers | | Abandoned Vault

Nigel, totally forgot about your Welcome to Pathfinder boon, I'll throw that together today and link it for you. :)


Korvosan Sewers | | Abandoned Vault

Nevermind Goran, stalked your posts and tracked your information down myself. ;)

Chronicles:

Cork
Goran
Jerbrick
Nigel
Rayquaza
Vello

Let me know if any of these don't work.

I probably won't start up another game anytime soon, don't have any good adventures that I've run and want to run for others, and also balls deep in Starfinder. I might start up some Starfinder games so keep an eye out in the recruitment area!


Korvosan Sewers | | Abandoned Vault

I don't believe you can do a Knowledge untrained but it's also a bit unfair that they have such a random success condition based on a skill check so I'll allow it untrained as Vello manages to piece back together the information for the Society.

Congrats! You got your 2 prestige points!

I'm printing off your Chronicles now and filling them in, I will link them shortly in this Gameplay thread and you can let me know if I missed anything or if there needs to be any corrections.

Goran, I need your information that I put up in the Discussion thread, you can post it here or there, either works, and I can get your Chronicle up when I get that.

Thanks for playing guys!


Korvosan Sewers | | Abandoned Vault

With the condition that your enemies are in, you all have no problem slowly traversing through the room and laying the beatdown on the fey and their pet darkmantle.

You follow Sascha's directions to her hidden treasure trove, tucked away beneath some flagstones in an unlocked cell and find various equipment like a masterwork breastplate, a pair of masterwork butterfly swords, a pearl-studded silver brooch in the shape of a dove, two spelunking kits, an emerald, and a pouch of platinum pieces. You also find the tarnished, plain silver locket with the words "Ever Yours-EK" inscribed on the inside of it.

Under the table in the center of the room is a hole small enough for a small creature to enter, but it goes straight down and after about 100 feet it opens up to a giant cavern (that is beyond the scope of this adventure, but will be explained in a second).

One of you searches the fey creature (which happens to be a Jinkin btw) and find a suspicious notebook which is haphazardly filled with lots of random information on Thassilon. You figure the information might be important to the Pathfinder society but a lot of the ink has been smeared due to water damage and it will require a check to recover all the information on the pages.

I need DC 16 Knowledge (History) or Linguistics to get this, it's your secondary success condition for your 2nd prestige point, it's an old faction quest.

You also find a small journal that explains the reason for the Jinkin's arrival. There was some sort of earthquake or shift that caused the vault to crack below the surface, leading to the Darklands which is where the Jinkin live. They came in through the crack under the table but were locked inside of the vault until they found the hidden path to the south, where the other jinkin found the cerulean traffickers and decided to torment them and play tricks on them. Mifra stayed behind because of her pet darkmantle since it couldn't get out through the tiny crack, being only a small creature. In frustration she threw around all of the old Zon-Kuthon's cultists torture tools in the room.

Now that you had retrieved what you came for, you all go back the way you came to leave the sewers and meet back up with Canayven and Sascha, who nervously asks about her locket. Once you give it back to her, she gives her heartfelt thanks to you all and the Society and pledges her friendship to you.

That's pretty much it! Make sure you guys try to make that Knowledge History or Linguistics check above for your 2nd prestige point but other than that, you win! Sorry it was pretty uneventful besides the random combat, this was very much just a simple dungeon crawl with random encounters that didn't really link together in any sort of story arc. That's why it was kind of hard for me to really roleplay and get into character since most of it was just random stuff happening. I hope you all had fun and I will try to get your Chronicles to you either tomorrow or Tuesday.

I will also take your Day Job rolls now, and if you have any questions


Korvosan Sewers | | Abandoned Vault

AC is a whopping 10 right now, loses its Dex and Dodge bonuses, but still has a +2 size bonus negating the -2 from being stunned.

The eagle is able to claw the fey while it lays there unable to move but everyone else seems to be unable to hit an immobile target.

Rayquaza and Jerbrick are still up!

and then after them we have another full round of actions.


Korvosan Sewers | | Abandoned Vault

Darkmantle: 1d20 ⇒ 13
Fey: 1d20 + 6 ⇒ (2) + 6 = 8

Darkmantle Rounds: 2d4 ⇒ (3, 3) = 6

The darkmantle falls to the ground and lays unconscious as the color spray overwhelms its senses and causes it to become basically a doll for 6 rounds.

Fey Rounds: 1d4 ⇒ 2

The fey is also surprised by the spray of colors as it becomes blind and stunned for 2 rounds.

Woo OP color spray! This fight is probably over but go ahead and just do your attacks, I mean maybe you'll all keep rolling 1s and the Fey will get out of his stun, haha.


Korvosan Sewers | | Abandoned Vault

As the combat starts, Cork identifies the flying squid thing as a "Darkmantle". He tells you all that it flies and attacks with tentacles to grab and constrict their prey, and also has a special ability to cast Darkness, which it has darkvision for.

Darkmantle: 1d20 + 6 ⇒ (6) + 6 = 12
Fey: 1d20 + 6 ⇒ (17) + 6 = 23
Rayquaza: 1d20 + 1 ⇒ (6) + 1 = 7
Vello: 1d20 + 4 ⇒ (19) + 4 = 23
Jerbrick: 1d20 + 4 ⇒ (19) + 4 = 23
Cork: 1d20 + 7 ⇒ (18) + 7 = 25
Goran: 1d20 + 1 ⇒ (6) + 1 = 7
Nigel: 1d20 + 2 ⇒ (8) + 2 = 10

Round 1:
Cork
Fey
Jerbrick, Vello
Darkmantle
Nigel, Rayquaza, Goran

Cork is up!


Korvosan Sewers | | Abandoned Vault

The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit. (Where you are.)

The scattered torture implements all over the floor are causing a problem for movement. If you move more than 10 feet in a round there is a 50% chance you step on something sharp, take damage, and also contract a disease. Moving half your speed negates the hazards.

In the center of the room stands something that looks just like the other fey creature you fought. Next to it is something a little larger that looks kind of like a squid that flies. They both look over at you and get ready to attack!

Move yourselves up to the entrance of the room and I will do initiative once I see most of the party up there.

Knowledge: Arcana for the squid thing
Knowledge: Nature for the fey


Korvosan Sewers | | Abandoned Vault

Vello finds no traps and moves to open the door...

I will post the last room after I get off work, congrats on getting this far! Now all you have to do is survive one more fight...


Korvosan Sewers | | Abandoned Vault

Roleplay all that you'd like, I just didn't want to feign that there might be something in the locked areas and make us all waste a day or two just going through that, haha, only because it takes so long for me to tell you guys it's locked, then for you all to respond with your disable device checks, then for me to respond that they've opened and there's nothing inside. :P

Nigel checks over the door but he doesn't notice anything suspicious.


Korvosan Sewers | | Abandoned Vault

Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.

Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.

There is nothing of interest here besides 4 of these alcoves that are still closed and locked. Three of them have a DC 25 Disable Device while the fourth has a DC 30. However, they don't have any description for anything inside, nor does it do anything for even the faction missions so I have no clue why they added it, lol. There was some faction stuff to do here but other than that, there's a big door ahead and I'm sure you know what that means...


Korvosan Sewers | | Abandoned Vault

DC was 30 and Vello is right on the money, the fey creature used this area to travel between the vault room and the tunnels but honestly even if you did squeeze through there's nothing you can do on the other side to open the door or anything so you're basically just there alone facing whatever encounter might be in the room, lol.

Go ahead and move yourselves on the map over to the area on the right and I will reveal it for you as well as toss up the description of the area. We're close to being done! This was a pretty straight forward dungeon crawl style adventure, just little random encounters on the way.


Korvosan Sewers | | Abandoned Vault

Rayquaza finishes off the fungus leshy as it withers away and slips into the cracks of the tunnel to regrow later. You all have plenty of time to do any sorts of healing or setting up before you move on.

Yay combat over, on to the next map, the Abandoned Vault! Go ahead and position yourselves within one move of the red arrow.

A natural cleft in the rocky soil breaches the sewer wall and rises gently to the north. Heaps of stranded organic material and garbage litter the opening, from which emanates a pungent stink even stronger than the complex’s already unpleasant odor.

Rayquaza: 1d20 + 8 ⇒ (5) + 8 = 13
Vello: 1d20 + 7 ⇒ (18) + 7 = 25
Jerbrick: 1d20 + 4 ⇒ (6) + 4 = 10
Nigel: 1d20 + 3 ⇒ (18) + 3 = 21
Cork: 1d20 + 1 ⇒ (1) + 1 = 2
Goran: 1d20 + 4 ⇒ (15) + 4 = 19

You can look around and you don't find anything of importance but further north, three of you notice a secret door that has been crushed entirely by the rocks above it. However, Vello's exceptional perception sees a bit of cloth stuffed into a section of the door and when you pull it free you see a hole big enough for a tiny creature to easily crawl through. Someone small might also make it through at an exceptionally high escape artist check.

A small character can try to make the escape artist check to get through but be warned you will be on the other side without your party. :P Once you guys make that decision there is also a path to the east and then north that you can go to.


Korvosan Sewers | | Abandoned Vault

No problem, it's flying so I'm sure it won't get in the way anyways.


Korvosan Sewers | | Abandoned Vault

The marks on the statue earlier were warnings about "plants" in the direction of the pipes. The fungus leshy is actually just here harvesting a garden! If you guys don't do anything hostile you can speak to him with Sylvan or Druidic and he willingly lets you pass as long as you don't damage any of his plants. Sadly, you did blast the blue fungus, so he had to fight to protect his garden. But don't be sad if you like the fungus leshy, apparently when they die they just like go into the ground and regrow later so even though you "kill" him in this encounter he will just return at a later date, regrow, and start up another garden. What a cute little encounter!


Korvosan Sewers | | Abandoned Vault

Wow, I totally made a post last night but I did get some weird server lag for a minute and I have no clue what happened to it, weird!

Rayquaza falls asleep but is quickly woken up by Nigel as Vello fires off another cold blast and misses but the eagle tears the little plant to pieces before it can release another cloud of spores.

Jerbrick remains asleep as the fungus leshy moves back and spits another puffball at Rayquaza...

Puffball: 1d20 + 4 ⇒ (14) + 4 = 18

...but his magical armor proves to be too strong for the leshy as its attack does nothing.

Round 4:

Vello
Fungus Leshy
Goran/Cork
Rayquaza/Jerbrick/Nigel

Everyone is up!

You guys should probably be able to take this thing down. I will explain this part in the discussion area if you're curious.


Korvosan Sewers | | Abandoned Vault

Goran is still sleeping as Cork fires off another ray, barely missing it as the Xtabays moves forward just a little bit and releases another cloud of spores around it.

Rayquaza and Cork, make a DC 14 Will save

Round 4:

Vello
Fungus Leshy
Goran/Cork
Xtabay 2
Rayquaza/Jerbrick/Nigel

Rayquaza/Jerbrick/Nigel/Vello are up!

Yeah even just a simple standard action to shake them wakes them up, but the damage wakeup is nice if you have things like alchemist fire that can hit the plants and also deal a point of splash to wake up nearby people.


Korvosan Sewers | | Abandoned Vault

Vello opens up the round by blasting the hurt Xtabay with his cold blast and causing it to shrivel into the ground and die.

The fungus leshy is going to move back just 5 feet and spit out another puffball, this time at Rayquaza!

Puffball: 1d20 + 4 ⇒ (10) + 4 = 14

...but the dragon monk easily avoids the wad of puff.

Round 4:

Vello
Fungus Leshy
Goran/Cork
Xtabay 2
Rayquaza/Jerbrick/Nigel

Goran and Cork are up!

Oh crap so I just looked at the sleep pollen thing the Xtabays do and it turns out it's 1d3 MINUTES, so Goran is asleep for 18 more rounds, haha. Damage/standard action can wake him up, same with Jerbrick.


Korvosan Sewers | | Abandoned Vault

Rayquaza does his jumping around and brings his fist down to crush the poor little plant under his mighty monk fist power as Nigel and his eagle both barely manage to miss the Xtabay and its 12 AC (even Touch). Jerbrick continues to have pleasant dreams from the pollen of the Xtabay.

Round 3:

Vello
Fungus Leshy/Xtabay 3
Goran/Cork
Xtabay 1 & 2
Rayquaza/Jerbrick/Nigel

Vello you're up!

I need to remember to just bunch the four of you together.


Korvosan Sewers | | Abandoned Vault

Sorry I haven't posted, got some IRL drama going on, but I should still be able to post during work tomorrow and as normal on the weekends just might need a day today.


Korvosan Sewers | | Abandoned Vault

Goran Will: 1d20 + 6 ⇒ (4) + 6 = 10

Goran also falls asleep instead of getting to take his attack.

The two other Xtabays move up and release their spores as well but everyone up at the front line is already asleep.

Sorry forgot to mention this ability, I honestly didn't think the opportunity would come up since it's pretty easy to avoid but since they're getting closer you also get this bit of information:

Devour: While a creature is under the effects of a xtabay’s soporific pollen, the plant may, as a full-round action, occupy the same square as the sleeping creature and slowly sap the life from it. Every round the xtabay uses this ability, the affected creature must make a DC 14 Fortitude save or take 1d2 Con damage. This feeding is curiously painless, and normally isn’t enough to waken a foe put to sleep by the plant. Each round this feeding continues, the sleeping victim can attempt a new DC 14 Will save to awaken. This save DC is Constitution-based.

I forgot to mention it earlier with the other abilities so I didn't bother using it but take note of this for further rounds.

Rayquaza, Jerbrick and Nigel are up!

Oh I forgot the number of rounds Goran and Jerbrick are asleep.

Sleep Rounds: 1d3 ⇒ 2


Korvosan Sewers | | Abandoned Vault

When he hits the water he will probably wake up, anyone falling from 10 feet would take 1d6 damage so I'm assuming he would at least take 1 damage hitting the water flat while asleep and that should be enough to wake him. Yeah once I saw that sleep aoe and since Vello hadn't specified what he wanted known from his Knowledge check I decided to just give it to you guys. It won't be so hard since they only move 5 feet and can hit a 10 foot radius, also you can use Standard actions to wake people.

Cork manages to hit the closest Xtabay with his ray of frost for 2 damage but unlike the blue fungus the Xtabays aren't vulnerable or anything to cold.

Goran is still up! Also still need Will saves from Jerbrick and Goran.


Korvosan Sewers | | Abandoned Vault

Before Vello attacks, he tells you guys a little bit about your enemies. The Fungus Leshy is a little mushroom creature that has two special attacks, the puffball that you're familiar with and its spores. When it takes damage it releases spores that cause adjacent targets to make a DC 14 Fort save or have their vision reduced to 10 feet for a minute. You can wash it out with a full-round action. The puffball is basically just a ranged version of that, it deals only 1 damage and then basically hits you with the spores.

The Xtabay is a small plant that only moves 5 feet a round but has an ability where as a standard action it can spread out its own spores in a 10 foot radius and force everyone in that range to make a DC 14 Will save or fall asleep for 1-3 minutes. You can wake these people with a standard action or by damaging them.

Vello doesn't hit as the Leshy takes a 5 foot step back and spits out another ball of puff, this time at Goran.

Puff: 1d20 + 4 ⇒ (13) + 4 = 17

...but his armor keeps him safe from the puff and its blinding seeds.

Xtabay 3 takes a 5 foot step up and releases his sleepy spores out at the Eagle, Goran and Jerbrick, DC 14 Will save

Goran and Cork are up!


Korvosan Sewers | | Abandoned Vault

Vello is up again!

Round 2:

Vello
Fungus Leshy/Xtabay 3
Goran/Cork
Xtabay 1 & 2
Rayquaza/Jerbrick/Nigel


Korvosan Sewers | | Abandoned Vault

Goran moves up as Cork tries to hit one of the Xtabays and misses with his ray of frost. Two of the Xtabays move five feet towards the group.

Rayquaza, Jerbrick and Nigel are up!


Korvosan Sewers | | Abandoned Vault

Vello knows 2 pieces of information about what he identifies the mushroom man to be which is a Fungus Leshy.

Vello also knows 2 pieces of information about the extra plants which are called Xtabays.

He blasts some cold energy to the mushroom man and it hits him doing a considerable amount of damage. Angered, you see its cheeks puff up as it spits out something at Vello.

Puffball: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm?: 1d20 + 4 ⇒ (20) + 4 = 24

It crits but lucky for you, the puffball only deals 2 damage total but you are now infected with its spores. Make a DC 14 Fortitude save or your vision is reduced to 10 feet for a minute as the puff gets in your eyes.

One of the little Xtabays slowly creeps closer to the group but can't do much with a speed of 5 feet and only melee attacks.

Goran and Cork are up!


Korvosan Sewers | | Abandoned Vault

Vello fires off his cold blast at the blue plant and ice crystals form on it, disrupting the static buildup ability of the fungus. But as you do this, the mushroom man looks over and yells at you in Druidic (or Sylvan) as three other little plants emerge and seem to take a hostile stance towards you all.

Lil Plant 1: 1d20 + 1 ⇒ (13) + 1 = 14
Lil Plant 2: 1d20 + 1 ⇒ (11) + 1 = 12
Lil Plant 3: 1d20 + 1 ⇒ (15) + 1 = 16
Mushroom Man: 1d20 + 2 ⇒ (14) + 2 = 16

Round 1:
Vello
Mushroom Man/Lil Plant 3
Goran/Cork
Lil Plant 1 & 2
Rayquaza/Jerbrick/Nigel

Vello you're up!

I counted Vello's attack as basically a surprise round. If you guys want to identify these creatures it will be Knowledge (Nature) for both, make two separate rolls and label each one for me. The blue square is gone since it's disabled for an hour but the red square is basically extra terrain you can walk in. Part of this area is like caved in so it has filled up the water area in the middle and you can walk on it as normal terrain.


Korvosan Sewers | | Abandoned Vault

You all move around and have identified the blue fungus that hangs in front of the garden-like area as the mushroom man thing looks over at you all, but doesn't move.

You can all take another action.


Korvosan Sewers | | Abandoned Vault

Vello can tell you all that the fungus area looks more like a garden than just random sprouts of fungus, it seems to be organized and tended to.

Vello can also tell you that the blue fungus hanging around the garden is azure fungus. It will slowly build up a charge and then release the charge in a pretty violent shock explosion every once in awhile. It does have a weakness to cold which disables it for an hour and it can also be scraped off of the walls but remember, any contact with it will shock you.


Korvosan Sewers | | Abandoned Vault

At this point we will go into initiative, once again don't take this as a sign to go and fight this is just for other miscellaneous happenings going on. :P

Fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimens—sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.

This description is after you turn the corner, it's that rubble looking area up ahead.

Rayquaza Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Vello Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Jerbrick Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Cork Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Goran Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Nigel Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Round 0!

Knowledge (Nature) DC 15 for more information.

Everyone can take a turn doing whatever, moving up, whatever you want. If anyone triggers anything or if anything happens I will figure out how the turns went in order and go from there. So like if Cork triggers something and Nigel had an action lined up, we would take back Nigel's turn and go in order once I need to slow things down. Until then, everyone take one turn of actions!

Stuff, hehe: 1d10 ⇒ 4

For anyone that wants to move up and look around the corner:
You see a small mushroom person thing walking around in the overgrown plant area.


Korvosan Sewers | | Abandoned Vault

The only reason I prefer players move their own tokens is so I know they're still being active. Also I like to give you guys the freedom to stand where you are, and who knows, enemies might come from a different direction than where the marching order is headed. Like in this situation, someone who might normally be at the "back" of the order might not want to be there because of the large open sewer tunnel that is also in that direction.


Korvosan Sewers | | Abandoned Vault

Move and position yourself how you want after the pipe, the path to the left that kind of cuts off just ends there, this map is weird I know, basically it's just a lot of extra pipe tunnels that just lead to nowhere. It's also hard to try and set up for encounters without just doing what I'm about to do now and just tell you beforehand, since our movements are kind of awkward due to play by post, so I'll just let you know to set up right before that turn and I'll explain the next spot.


Korvosan Sewers | | Abandoned Vault

Marixite is 100% dead, the statue has nothing else you can get from it besides the Knowledge checks I mentioned awhile ago and even that information isn't that helpful or pertinent to the mission. Yeah they don't give you much direction but you need to go through the tubes to the other side, I've opened up the map so you guys can go forward there's no checks or anything needed, the pipes are big and have lots of room.


Korvosan Sewers | | Abandoned Vault

Marixite and Pellius are two thieves on their way to a drop point. What Pellius doesn't get to tell you is that the fey has been secretly following them for their whole trip and has been tormenting them with Prestidigitation and that's why they wouldn't really calm down. They're on edge from things kind of like, haunting them and spooking them, and Togg didn't make it any better.


Korvosan Sewers | | Abandoned Vault

Jerbrick barely misses with his crossbow bolt due to shooting into a melee fight (unless you have the -4 already applied) but Rayquaza does a good enough job overpowering his opponent and knocking him to the ground, dead.

Seeing his friend get brutally beaten down by the monk Pellius throws his weapon down and surrenders.

Combat finally over!

Pellius quickly starts talking about why he and Marixite were there to explain himself before he too meets a fate similar to his partner's. They are Cerulean Traffickers on their way to a drop point pickup in the Western section of the sewers (the direction where you can't really go) and had an unfortunate run in with Togg who has been blocking their way to the drop point. They fled into this pipe that leads through to the other side but they haven't gone all the way through, they just hid there until Togg left and then they came out to run into you guys. He has no clue what the little fey creature is though and knows nothing about the rat statue.


Korvosan Sewers | | Abandoned Vault

I'll explain certain areas/things happening as we move on from them to avoid any confusion as to what was going on, as long as it doesn't influence any future parts of the adventure.

The otyugh is basically a garbage monster, it stays in this area because it has easy access to fresh garbage which it eats and hoards anything special looking. The refuse cache was for a faction mission that is now outdated, basically it's just an item you look for in the trash. In the higher tier they add another otyugh, Togg's brother, who sneaks up behind you while Togg talks to you. You could have negotiated with Togg by offering up food and doing a successful Diplomacy but your low roll basically angered her into just attacking for her meal.


Korvosan Sewers | | Abandoned Vault

Marixite is blasted with a small bolt of cold energy and seems to just shrug it off. "And you guys said you beat that big green thing? I don't believe you!"


Korvosan Sewers | | Abandoned Vault

Nigel's eagle is able to claw and peck Pellius dealing some damage as Goran is barely unable to breach his foe's armor once again.

Marixite will strike at Rayquaza for hitting him earlier...

Marixite Attack: 1d20 + 4 ⇒ (4) + 4 = 8

...and doesn't even manage to get close with his quarterstaff as he feels overwhelmed being attacked on both sides.

Round 4:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran

Rayquaza/Jerbrick/Vello/Cork are up


Korvosan Sewers | | Abandoned Vault

Pellius is going to take another swing...

Pellius Attack: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14

...and Goran's armor keeps him alive.

Goran and then Nigel will start us on Round 4

Round 4:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran


Korvosan Sewers | | Abandoned Vault

Yeah it probably provokes, I won't put a penalty on it though

huh I dropped my dice: 1d20 ⇒ 19

AOO: 1d20 + 6 ⇒ (6) + 6 = 12

He takes a free attack of opportunity and whiffs his attack.

Jerbrick is up!


Korvosan Sewers | | Abandoned Vault

You guys should be fine, at least they're not attacking to kill so it won't be a TPK even if they do manage to take you all down, haha.


Korvosan Sewers | | Abandoned Vault

I believe you can use another action to climb out.


Korvosan Sewers | | Abandoned Vault

AC 15, Eagle and Dragon are both just 1 away....


Korvosan Sewers | | Abandoned Vault

Nigel misses with his acid splash as his eagle moves to flank and barely doesn't through Marixite's armor. Goran swings at Pellius and also misses.

Marixite takes another swing at Rayquaza...

Marixite Shaken: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

...and almost crits him but just manages to bash him with the end of his staff for some damage.

Round 3:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran

Rayquaza/Jerbrick/Vello/Cork are up!

Ouch you guys are rolling low and I'm rolling stupidly high!


Korvosan Sewers | | Abandoned Vault

The men don't care about the fey, they're on edge because of the otyugh and also many other things, they don't want to listen and are going to continue to fight. Combat continues!

Cork attempts to jump over the sewer water but since he did not have a 10 foot running start the DC for making a 5 foot jump from a standing position is doubled and he falls into the water.

Jerbrick attempts to talk to the men after the fey goes down but they are not under any sort of control by the fey and are past the point of diplomacy.

Pellius moves up and strikes at Goran again with his quarterstaff...

Quarterstaff w Favored Humans: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

...and manages to bash him with one end of it.

Round 2:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Pellius
Goran

Goran and Nigel are up!


Korvosan Sewers | | Abandoned Vault

Forgot! But I noted it now and that means he doesn't deal damage.

Rayquaza attracts an attack of opportunity as he moves around and slaps the little creature out of the air, knocking it to the ground unconscious.

Marixite: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15

Marixite whiffs as Rayquaza moves around him but is able to see Vello's attack coming and avoids it just in time as it flies past him.


Korvosan Sewers | | Abandoned Vault

I think there's enough room for the bird to avoid AOOs.

Goran swings his scimitar and isn't able to get through Pellius' armor as Nigel fires off his acid while the eagle maneuvers around the men to attack the little fey creature, biting at it with his beak and making it cry out in pain. The little creature looks around and seems to be trying to find a way to escape now.

Round 2:
Nigel
Marixite
Rayquaza/Jerbrick/Vello/Cork
Statue
Pellius
Goran

Marixite attacks Rayquaza again since he is in the way...

Quarterstaff: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

...and connects with his staff to deal some damage.

Let me know if a 19 doesn't hit for some reason.

Death squad is up!


Korvosan Sewers | | Abandoned Vault

Whoops sorry, let me put it up on there. It's hiding behind the statue so it has cover but at least you guys can see it now.

Nigel throws some acid towards the little creature but it just hits the statue instead and fizzes on the rocky surface.


Korvosan Sewers | | Abandoned Vault

Statue: 1d20 + 16 ⇒ (8) + 16 = 24
Statue: 1d20 + 4 ⇒ (13) + 4 = 17
Statue: 1d20 + 8 ⇒ (5) + 8 = 13
Statue: 1d20 + 7 ⇒ (5) + 7 = 12
Statue: 1d20 + 1 ⇒ (14) + 1 = 15
Statue: 1d20 + 3 ⇒ (9) + 3 = 12
Statue: 1d20 + 4 ⇒ (9) + 4 = 13

As you're trying to negotiate with the scared men, a bolt flies out from behind the statue and heads towards Goran...

Sneak Attack: 1d20 + 6 ⇒ (5) + 6 = 11

...but all of you see it coming as Goran moves out of the way and dodges the bolt as a little creature peeks out from behind the statue that all of you can now see, giggling at you with a small light crossbow in its grip.

Pellius: 1d20 + 7 ⇒ (20) + 7 = 27

Pellius also notices the bolt but decides he needs to push through you guys in order to get away from the scary statue and moves up to strike at Goran as well with his quarterstaff...

Quarterstaff: 1d20 + 6 ⇒ (15) + 6 = 21

...and manages to make a loud THUNK as his staff bashes into Goran's armor and damages him.

Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Goran take damage and then you're up, Nigel you can go as well!

Sorry about the delay, had a long day of Starfinder yesterday but I'm back on track now. And now you can see why I said not to mind the statue too much, it's so hard to not give away sneaky things since I have to make rolls and I don't want to just hide them and tell you to just trust me on them, haha.


Korvosan Sewers | | Abandoned Vault

Hey guys sorry I know you posted this morning but I've been in two Starfinder games all day long and I just need a little break. Might post up tonight but if not it will definitely happen tomorrow morning!