Dockside Diversion/Still Waters

Nathan Tchanlach, human sorcerer

Nathan steps away from the smaller hoodlum to give Borric plenty of room to do what he does best.

"All right, don't want to muck up friendly feet, eh?" He calls out down the alley. The greasy slick on the ground spins and rises with a loud slurp, reforming into a mote which disappears from sight with a loud 'drip.'

[sblock=Actions]5' step to L12
Standard: Dismiss Grease[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (1 hour)
In Hand: Wand of Mage Armor

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 32/32
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster, Vanish. Remaining: 6/7
2nd (DC 16): Glitterdust (DC 17), Resist Energy, Create Pit (DC 17, missing focus). Remaining: 4/5

Wand Charges: 45/47

Heavenly Fire: 7/7 remaining[/sblock]
 

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"Damn. I hate when they get away. Borric, go ahead and knock that little fella out," Syl watches, along with Nathan as the big guy attempts to send the small thug into la la land.

Thinking, Syl turns and makes sure the old man is still within visual distance from the group. "You okay, Gramps? Gotta stop running off like that!"

Actions: [sblock]Standard action-none. Move action-turn around to look for Aldino. Free action-Talk.[/sblock]

Syl statblock: [sblock]
Syl Human Witch 5
Initiative: +6 Perception: +2
Conditions:
AC: 13 (13 touch; 11 flat-footed)
HP: 42 of 42
CMB: +1 CMD: 14 Fort: +3 Ref: +3 Will: +4
In Hand: Nothing




Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands, Charm Person (DC 17), Enlarge Person, Shocking Grasp;
  • (2nd level - DC 17) Flaming Sphere, Hold Person (DC 18), Vomit Swarm;
  • (3rd level - DC 18) Dispel Magic, Heroism
Hexes DC 17
  • Flight, Fortune, Healing, Misfortune, Slumber-used on two thugs
[/sblock]
 

Zelena springs up into the saddle of her mount, "Lets see if we can find him Celebfedhiin." the pair head down the alleyway to where the orcish man was last seen.

((get on her mount... and move. Celebfedhiin has a 40ft moment, perception 1d20+13=17, Celebfedhiin perception 1d20+8=23))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 3/Bard 2
Initiative: +2 Perception: +13
Conditions:
AC: 21 (13 touch; 19 flat-footed)
HP: 42 of 42
CMB: +2 CMD: 13 Fort: +5 Ref: +6 Will: +9
In Hand: mithral battle axe +1 +6 (1d6+1)
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Mending, Stabilize;
  • (1st level - DC 14) Bless, Command, Protection from Evil, Longstrider (d);
  • (2nd level - DC 15) Grace, Spiritual Weapon, Remove Paralysis (d)
Arcane Spell Slots
  • (0-level - DC 12 - At Wil)l Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation
  • (1st level - DC 13 - 3 of 4 slots remaining): Grease, Silent Image, Vanish
Bard Song: 6 of 6 rounds remaing; Channeling: 5 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

Nathan steps out of the way of those moving around the small courtyard and commands his motes to clear away the grease.

Sylvain checks on Aldino and finds the old man looking shame-faced at the trouble he got the group into. "Oh dear, I thought you all were right behind me. I never imagined you had more business on the docks. And those ruffians! Got me all confused… They really should be reported to the guard acting like that!"

Zelena swings up onto Celebfedhiin’s back and orders the dog after Baggett. It’s a tight fit but somehow the two manage to squeeze past Borric and head down the alley. Rounding the corner they discover there are a couple of directions that Baggett could have taken.

Once Zelena is past, Borric is able to easily step out of the narrow alley and take a swing at Tamm. His sap impacts on the gnome’s shoulder but is deflected. By the feel of it, and Borric has had a lot of experience to be able to tell, the gnome is wearing armor, most likely chain of some sort, beneath his cloak.

OOC: Combat: Round 4
[sblock=Combat Information]Songdragon,
It was never clear where Celebfedhiin was but I won’t penalize you for my lack. We just need to keep track a little better. An SOP for Celebfedhiin would probably make things work (e.g. Zelena has C heel and in a square to her side or just behind whenever she’s not mounted). That’s what I’ll assume this time but in the future I’ll need to know specifically where the dog is.

Note: Celebfedhiin has another 25 ft of movement that you need to specify, if you choose to take the rest of it, and Zelena’s standard action (mounting is a move action).

Initiative:
Baggett
The Party
Tamm

Map:


Party Status:
Borric: 53/53 hp remaining;
Nathan: 32/32 hp remaining;
Sylvain: 42/42 hp remaining;
Zelena: 34/34 hp remaining; [6 nonlethal]
Celebfedhiin: 13/13 hp remaining;

Abilities Used:
Spells Cast: Nathan: Glitterdust, Grease; Sylvain: Slumber hex (x2)
Conditions in Effect: Nathan: Mage Armor; Sylvain: Mage Armor
Glitterdust 2/5 remaining
Grease 5 min. remaining

Enemy Status:
Baggett (half-orc): 12 dmg.
Tamm (gnome): [4 nonlethal]; blind 2/5?

Map Notes:
[/sblock]
GM: Round Four: awaiting Celeb's move & Zelena's standard action.
 

Seeing that the orchish brute could have gone anywhere and not caring to be ambushed alone, she turns about patting Celebfedhiin. "Maybe next time my friend."

The gnome returns to her companions.

((GE... No problem. Apologies for any confusion/ambiguity. ))
 

Zelena begins the ride back to the courtyard where the group gathers not being willing to go after Baggett on her own.

Tamm cowers away from the blow he receives from Borric and stumbles back away from the fighter still rubbing his eyes with his sleeve and smearing glittering spots of gold across his face.

"Ai! Badgering a crippled man! You should be shamed!"

OOC: Combat: Round 5
[sblock=Combat Information]

Initiative:
Baggett
The Party
Tamm

Map:


Party Status:
Borric: 53/53 hp remaining;
Nathan: 32/32 hp remaining;
Sylvain: 42/42 hp remaining;
Zelena: 34/34 hp remaining; [6 nonlethal]
Celebfedhiin: 13/13 hp remaining;

Abilities Used:
Spells Cast: Nathan: Glitterdust, Grease; Sylvain: Slumber hex (x2)
Conditions in Effect: Nathan: Mage Armor; Sylvain: Mage Armor
Glitterdust 1/5 remaining
Grease 5 min. remaining

Enemy Status:
Baggett (half-orc): 12 dmg.
Tamm (gnome): [4 nonlethal]; blind 1/5?

Map Notes:
[/sblock]
GM: Everyone is up for Round Five.
 

Borric Hawkins, Male Human Fighter

Determined to not let this one get away, Borric steps around him to be in position to almost cut the blighter off. He drops the sap and pulls out his second flail.

"You cannot get away, numb nuts."

He hooks the gnome's ankle and pulls him down again, ready to brain him with the butt end of the handle should he try to rise back to his feet once more.

[sblock=Actions]Move Action: Move O-10
Free Action: Talking & Quick Cold Iron Flail, dropping sap
Standard Action: Trip Tamm; Flail (Imp Trip) (1d20+13=19)
AoO: If Tamm provokes; Flail (Non-lethal) (1d20+7=19, 1d8+6=7)
[/sblock][sblock=Mini Stats]Initiative: +4
AC: 23 (26 with shield, 21 flat-footed, 13 Touch)
HP: 53 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night)

Current Weapon in Hand: Guisarme (off-hand) & Flail (right)
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 
Last edited:

"Just stay down if you know what's good for you," Syl warns the thug. "Or being blinded and tripped onto your butt will be the least of your worries."

Actions: [sblock]Standard action-none. Move action-none. Free action-Talk.[/sblock]

Syl statblock: [sblock]
Syl Human Witch 5
Initiative: +6 Perception: +2
Conditions:
AC: 13 (13 touch; 11 flat-footed)
HP: 42 of 42
CMB: +1 CMD: 14 Fort: +3 Ref: +3 Will: +4
In Hand: Nothing





Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands, Charm Person (DC 17), Enlarge Person, Shocking Grasp;
  • (2nd level - DC 17) Flaming Sphere, Hold Person (DC 18), Vomit Swarm;
  • (3rd level - DC 18) Dispel Magic, Heroism
Hexes DC 17
  • Flight, Fortune, Healing, Misfortune, Slumber-used on two thugs
[/sblock]
 

Nathan Tchanlach, human sorcerer

"Well, it's probably moot, anyway, what with that gaggle of city guardsman coming this way," Nathan says flippantly. "Think I'd definitely surrender if I were you," he says.

[sblock=actions]Looks like Nathan can't demoralize unless the enemy can see him, so going with a Bluff instead. No move:

Bluff check. (1d20+12=30)[/sblock]


[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (1 hour)
In Hand: Sickle

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 32/32
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster, Vanish. Remaining: 6/7
2nd (DC 16): Glitterdust (DC 17), Resist Energy, Create Pit (DC 17, missing focus). Remaining: 4/5

Wand Charges: 45/47

Heavenly Fire: 7/7 remaining[/sblock]
 

As Sylvain threatens the little gnome Borric puts him on his backside once again. Tamm hits the dirt street hard; his arms fall away from his face and his eyes fly open locking with Borric's. He's clearly not blinded any longer and considering Borric's earlier hunch it's likely he hasn't been blinded for a while and just doing a little bluffing of his own while waiting for the golden shine to fade from his head and shoulders.

Nathan's own con causes Tamm to twist his head in the direction of the alley with a worried glance.

GM: Round Five: Awaiting Zelena's actions
 

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