"Let us ride a bridge to our gear and then escape", Kel suggests, "It will be the clearest path." Kel creates Moonlight Bridges as needed to get the party directly to their gear and then directly out of the burning brothel. She only has 5 bridges for the day and she must be the first to step on the bridge and the last to step off a bridge, so no two bridges at once
Fortitude save, DC 18: 1d20 + 5 ⇒ (8) + 5 = 13
Fortitude save, DC 18: 1d20 + 5 ⇒ (5) + 5 = 10
Fortitude save, DC 18: 1d20 + 5 ⇒ (2) + 5 = 7
Fortitude save, DC 18: 1d20 + 5 ⇒ (8) + 5 = 13
Fortitude save, DC 18: 1d20 + 5 ⇒ (9) + 5 = 14
at 2 strength after 6 failed saves Kel burns with the poison as her strength diminishes. Unable to support her own weight, she calls on Desna to heal her weakness as the others struggle with the safe. Lesser Restoration: 1d4 ⇒ 4 Lesser Restoration: 1d4 ⇒ 2 Lesser Restoration: 1d4 ⇒ 4 Her strength returned, Kel offers to heal the wounds of her companions as they prepare their escape.
Fortitude save, DC 18: 1d20 + 5 ⇒ (1) + 5 = 6
Too weak to battle, Kel continues to heal her wounds and hopes her companions can slay the drider before the poison takes her life. cast on defensive, lesser restoration, DC 19: 1d20 + 13 ⇒ (12) + 13 = 25
down 15 hp and 2 str, continue making poison saves for 5 rounds or successful
I think Kel needs a save against the poison each round until she makes it? which means she missed last round last round, Fortitude save, DC 18: 1d20 + 5 ⇒ (14) + 5 = 19 so she avoids STR damage that round, then gets bit again... Fortitude save, DC 18: 1d20 + 5 ⇒ (2) + 5 = 7
Kel falls back against the wall and prays for healing again as the strength rushes from her. cast on defensive, CMW, DC 19: 1d20 + 13 ⇒ (11) + 13 = 24 Cure Moderate Wounds: 2d8 + 8 ⇒ (2, 4) + 8 = 14
Fortitude save, DC 18: 1d20 + 5 ⇒ (8) + 5 = 13 Desperation setting in along with the poison, Kel launches a shooting star at the flank of the drider and sets the office on fire. shooting star: 8d4 ⇒ (4, 3, 3, 3, 1, 2, 2, 2) = 20 fire damage, DC 19 Reflex for half Spray of Shooting Stars: (60 feet, 5' burst, 8d4 fire dmg, 2/day, DC 19 reflex for half)(Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.
BoF: +2s Kel carefully weaves her magic as she targets Orvignato with a blast of divine light. casting on the defensive, DC 21: 1d20 + 13 ⇒ (2) + 13 = 15 Unfortunately, the press of enemies in the cramped room throws off her concentration and the magic fizzles away. Her spell lost, Kel shifts out of the poor tactical position and further into the corner. shift west to C28
Kel backs away from her assailant and calls upon the power of Desna to aid her companions. shift away from the drow, hopefully that is realistic for the actual room vs. the map room cast blessing of fervor on the party, lasts 8 rounds blessing of fervor: With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice). Increase its speed by 30 feet.
Suddenly realizing she isn't standing next to most of her companions, Kel abandons her plans to invoke protection and instead cloaks Orvignato in the coldness of deep space. Interstellar Void: 8d6 ⇒ (6, 6, 3, 5, 4, 5, 5, 3) = 37 Interstellar Void (30', 8d6 cold dmg, DC 19 Fort for half )(Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage.
The merchant idea is a good one, but let's be sure we pick a commodity that doesn't carry additional problems. If drow society treats drug runners with the death penalty and bootleggers with a lesser charge, then let's opt for the lesser charge. Otherwise the plan to gain an audience through a sampling of our product seems like a good approach.
I should have specified, but did intend for that to be conversation amongst the party, to prompt a plan for getting to the combat rather than just planning materials for the actual combat "Fighting Orvignato will be a challenge, but surely he has offended more than one house with the Venom's Kiss. If it was easy to approach him, then we wouldn't be having this conversation, in a drow society he would be dealt with already. Our challenge will be finding the right approach that doesn't put us at a severe disadvantage when we confront Orvignato."
"Our disguises work by using the appearance of a drow that has been closely observed and studied. They can be undone, but we do not plan to undo them during this task. Will you help us leave the city after the task is complete?" technically, the drow corpses were closely observed and studied before we assumed their likeness :)
"First Daughter, surely we do reek of the surface as you have noted, we spent long days there on our scouting mission and the taint must take longer to wear away from the detection of your keen senses. We are invaders, intruders, parasites, and spies, that was our duty and those were our occupations on the mission to the surface, and now we are at your disposal." Kel lowers her eyes from the haughty drow and bows before her. Bluff: 1d20 + 15 ⇒ (16) + 15 = 31
I think PbP format changes the way people react as opposed to the table. With my west coast time zone and work schedule I'm usually that last person to get in a post to the day's events, whereas at the table everyone would look to the person with the bluff skill to speak first. Really, that is meta-gaming, so in some ways the PbP format does open the door for role playing vs. roll playing. Based on the way we play our PCs, I would expect AB to stick his foot in his mouth, Brue and Lef to start planning for the fallout of ABs mouth foot, Calla to double down by putting her foot into someone's mouth by way of swift kick, and Kel to be afraid of the impending response to foot actions.
"They will be able to discern who causes his demise, but maybe we play that to our advantage. Certainly no others will be so bold if they know there are consequences for questioning our credentials." Kel feels a strange connection to her early days in getting work at the Golden Goblin, a weird parallel between cultures of less than stellar morales.
Kel narrows her eyes to slits and focuses on the arrogant soldier, with undead driders, a crazy goblin/drow, and a terrified scout as her backdrop, and acidly questions him in a Calla-ous manner. "Did you just insult my older sister, when she offered you a chance to recant?" drow diplomacy: 1d20 + 15 ⇒ (9) + 15 = 24
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