THE GILDED THRONE: IC Thread

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Whipstitch
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Post by Whipstitch »

Valdym nods and casts Summon Monster III for a Dretch, which he plans to use to drop a Stinking Cloud on the lizard bucket brigade and maybe soak some arrow fire with its natural DR.
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flare22
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Post by flare22 »

Fallowing reves plan Yellow circles around to the water while memorizing the location of the chiefs house he then slips into the later and tries to stay under the water to aviod being seen as he aproaches the chiefs place navigating by memory
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Avoraciopoctules
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Post by Avoraciopoctules »

As the demon shambles out of the woods, scaled warriors exclaim in shock. The dretch speaks a strange word and points, causing the "gate" to be engulfed in roiling yellow fog. The bucket brigade recoils at the hideous stench, save for a few that fall to the ground retching. Laughing, the monster lurches closer, but it lets out a shrill shriek when one of the retaliatory salvo of arrows from above hits it in the shoulder. There's no sign of the attack being any less effective than it would have been on a human, so the redcap's warning about lizardfolk iron is probably correct.

The warriors close on Valdym's summoned demon cautiously, clearly awed by its display magic. A semicircle forms toward the front of the advance, but a few warriors head around and toward the point the dretch emerged from (some are carrying javelins in addition to their tridents). [It looks like the demon is going to get attacked several times next round. The tridents are reach weapons, so the chance of archers hitting their allies is fairly low.]

The party splits, Valdym and Nesha staying in cover to support their summmon and distract the soldiers as the others move towards the lake. After a point, there is no more forest cover thin enough to walk through, the trail leading up to the village having been carefully cleared. Sliding down a short incline, Felf, Reve, and Yellow all bolt for the outer dock.

Most of the warriors are distracted by the spectacle of the frontal assault, but there are a few keeping an eye out for assaults from the side. As the party bursts free of the trees, a pair of these whirl around and hiss in alarm. Each casts a javelin, but Felf and Reve are towards the front and both have good enough armor to just take the hit and continue their advance.

But the two warriors are still in the way, and from here the party can see that the closest of the boats on the lake has turned back. It's on a course that could intercept their strike on the house, though it's unclear if the crew has seen them yet.
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Whipstitch
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Post by Whipstitch »

(About how many lizards could I catch with a Glitterdust or Stinking Cloud right about now?)
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Post by Avoraciopoctules »

{If you're willing to center it on your summon, at least a dozen.}
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Whipstitch
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Post by Whipstitch »

(Given that dretches are immune to poison and the fog should stop the archers from targeting it, I'd say my abyssal buddy would cheerfully take that deal. God bless you, chemical warfare.)


Valdym rolls up his sleeves and says "I'd hold your nose..." before dropping a Stinking Cloud of his own onto the growing melee.

(Man, I'm having a bad time with typos lately.)
Last edited by Whipstitch on Thu Oct 03, 2013 1:51 am, edited 2 times in total.
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Post by Avoraciopoctules »

Thanks to his position in cover and the furious cursing of the summoned demon, none of the lizardfolk seem to figure out the true origin of the new miasma that engulfs them before it is too late.

The dense putrid vapors make it difficult to see exactly what is going on, but none of the reptilian warriors sound like they're having a very good time. The archers overhead are now firing blindly into the fog, and from time to time a shriek of pain is audible over the moans and vomiting of the disabled enemies.

One warrior stumbles out of the cloud, shield dropped and one hand clasped over its lower face. Eyes watering, it scans the verdigris... and then shouts something back toward the others, Valdym isn't sure what exactly. In any case, it's spotted him.
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Post by flare22 »

yellow slips into the water in sneakily as he is able and then relies on the water itself to avoid being seen staying under in surface until he reaches the shore nearest the chiefs house and then sprinting up to the entrance

swim skill starts at 5 after armor penalties are factored in
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Post by Avoraciopoctules »

{So he isn't going to do anything about the boat?}
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Post by Whatever »

(The chief's house actually extends over the water, which is a big part of why Reve suggested a semi-aquatic assault)

Felf draws her sword, and rushes up to engage the two lizardfolk, trying to keep them pressed in so that Reve can slip by, and then, ideally, pivoting around the lizards and disengaging to follow Reve. But if Felf has to slow down to kill them, she will.

Reve will try to use Felf's interception to get past the two lizardfolk, while keeping an eye on the boat. If it heads for them, she'll try to hit the lizards on board with a Glitterdust once they get close.

The two elves will enter the water as necessary to get around the fence or to enter the chief's house, but otherwise Reve in particular will stick to dry land (and won't get in deep water without Felf nearby to assist).
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Post by flare22 »

cant do anything about the boat until im back on land if i take out my gun now ill have to repack it before i go in the water and that wastes precious seconds i don't have
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Post by Avoraciopoctules »

Felf rushes ahead to engage the lizardfolk, and keeps them distracted enough for the others to bypass the engagement. By the time they reach the docks, she has killed one, but there are a couple more enemies peeling off the main group near the entrance to pursue.

The boat is closing in, and the unarmored lizardfolk riding it have switched to long spears heavier than the ones they were using to fish earlier.

Image
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Post by flare22 »

"Crap those guys look pissed"

Once yellow sees how close the boat has gotton he throws an alchemist fire into the boat before diving into the water hoping that their boat being on fire will be enough of a distraction that they hold off on throwing their spears for a round or 2
Last edited by flare22 on Fri Oct 04, 2013 7:30 pm, edited 3 times in total.
"Those who fail to learn history
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Post by Avoraciopoctules »

Reve and Yellow reach the docks and unleash their readied spell and alchemical bomb. The raft catches ablaze, and the lizardfolk aboard hiss and dive into the water, 2 clutching at their eyes. The 4 discarded spears float to the surface. Apparently your enemies don't want the encumbrance.

Yellow glances one last time at his secured gunpowder and flasks then leaps off the dock into the lake. Splashing water all over the place, he manages to thrust his head up and take a breath, then takes stock of his situation.

You know, once you're actually in the water, your perspective... changes. The house is like a hundred feet away right? No biggie. But now that Yellow is fighting to keep himself afloat, fighting against every piece of weight strapped to him, it feels a lot harder. His bag of holding seems to hold the prize for most singularly inconvenient item. 15 whole pounds, concentrated into the space of a tiny pouch. It really throws him off balance in such a buoyant environment. Obviously, everything is well-secured to him, since after all Yellow didn't want to lose anything in the swim. He is confident that nothing will be lost by accident.

[Yellow is carrying a Medium load. This means he counts as wearing Medium armor, has a max speed of 20 feet, Max Dex of +3, and a -3 armor check penalty. These penalties do not stack with armor.]

And then a scaly hand closes about his leg and he is tugged beneath the surface. [Yellow is now Grappled]

On the upside, Reve's glitterdust makes it pretty easy to see the lizardmen trying to drown him now. [Yellow is being grappled by 2 lizardfolk.]

{Oh boy. Let's review the swimming rules, shall we?}
Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water
[Yellow currently has 26 rounds of air remaining. Vigorous activity such as fighting or swimming with a full-round action counts double, reducing him to 13 rounds effectively.]
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Post by flare22 »

(did yellow get an attack of opportunity when they grappled him? if so he will try to shove acid flasks in their face because throwing them underwater wont work so well)

yellow takes out his crowbar to use as an improvised club and starts smashing the faces of the the guys grappling him starting with the one who looks weaker
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Post by Avoraciopoctules »

When the second lizard reaches for him, Yellow is slightly more prepared. He twists so that its blow crushes one of his acid vials, and the caustic fluid released burns it somewhat more severely than him.

[1 acid damage to everyone in this grapple, and if it doesn't move, more next round.]
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Post by Avoraciopoctules »

{Okay, I've mathed it out and Yellow's gonna take out the first lizard in 6 rounds. He'll take significant damage in the process, though.

Waiting on other PCs, so I can figure out if anything might change the situation. Also what kind of reinforcements might show up, though the majority of the enemy combatants are currently disabled.}
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Post by Whatever »

Although it may draw attention, Reve will Enlarge Felf. Once the second lizard she's fighting goes down, they'll try to figure out what they can do for Yellow.

(How high is the barricade? And can they see Yellow from shore?)
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Post by Whipstitch »

Meanwhile, V&N will Evil Eye (targeting saving throws) then Slumber any lizardman who comes within range of their hexes.
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Post by Avoraciopoctules »

Valdym and Nesha pick off the few panicked stragglers with their magic, disabling them for now and keeping Reve and Felf from having to deal with more reinforcements.

The second lizard Felf engaged is dispatched in a couple rounds, this one apparently slightly more skilled than its comrade.

Thanks to the Glitterdust Reve can clearly see Yellow and his assailants.
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Post by Whatever »

While Felf is still engaged with the last lizardfolk, Reve takes the coil of pre-knotted rope from her pack and secures it to the fence barrier, before tossing the other end in to Yellow.

Once Felf is free, she comes over to stab the lizardfolk with her short sword, or haul Yellow up, as necessary.
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Post by Avoraciopoctules »

Felf dispatches her remaining enemy with an overhead chop too powerful for it to block. Reve tosses Yellow the rope, but he is still occupied struggling against the lizard grappling him. [A total of 21 damage from various claw and bite hits.]

The fire blazing on the raft has now spread over its whole surface. Even though it's daytime, the sight may be obvious enough act as a beacon for other lake dwellers.

Felf moves to engage Yellow's assailants, and she skewers the healthy one with her enlarged sword while staying relatively safe on the docks. This frees Yellow to thrust his crowbar somewhere sensitive enough that it recoils and swims off.

Yellow grabs the rope and Felf hauls him out of the water. They seem to be safe for now, but now that she isn't distracted, Reve can hear muffled chanting from the second floor of the house, near a window. Some kind of spell? It's certainly taking a while to cast if so.
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Post by flare22 »

yellow gasps for air

"Krakens tits I don't think swimming is such a good idea Fighting these guys underwater is to dangerous"

yellow unpacks his musket with a move action and loads both barrels with a swift and standard action
"Those who fail to learn history
are doomed to repeat it;
those who fail to learn history correctly--
why they are simply doomed."
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Post by Avoraciopoctules »

The only living target easily in range is the lizard warrior swimming away. The one felf stabbed is limp and bleeding out, the water around it rapidly growing murkier.

There are a few people bustling around inside the village trying to deal with the fire, but they're kind of obscured by the fence.
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Post by Whatever »

Reve gets out her wand and taps Yellow with an Infernal Healing. "Well, we have to get over the wall. Unless you can shoot him from here. Actually, that might be a good idea anyway. That chanting could be some kind of spellcasting."

(can a alrge Felf boostthem over the wall? If not, maybe they can use the rope to swim only far enough to bypass it.)
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